// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Shiny_Reflect" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainTex2 ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Distortion ("Distortion", Range(0,1)) = 0 _Value2 ("Value 2", Range(0,1)) = 0 _Value3 ("Value 3", Range(0,1)) = 0 _Value4 ("Value 4", Range(0,1)) = 0 _Alpha ("Alpha", Range (0,1)) = 1.0 // required for UI.Mask _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off // required for UI.Mask Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; sampler2D _MainTex2; float _Distortion; float _Value2; float _Value3; float _Value4; float _Value5; float _Alpha; float4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 frag (v2f i) : COLOR { float4 tex = tex2D(_MainTex, i.texcoord)*i.color; float4 tex2 = tex2D(_MainTex2, i.texcoord)*i.color; float3 lum = float3(0.299, 0.587, 0.114); float x=dot( tex.rgb, lum).r; float t=tex2.r+x*_Value5; t=smoothstep(t,t+_Value2, _Distortion+_Value2*0.5); t-=1-t; t=1-abs(t); t=abs(t); t*=_Value3; tex.rgb+=float3(t,t,t); tex.a=tex.a*(1.0-_Alpha); tex2=float4(1,1,1,t*tex.a); tex=lerp(tex,tex2,_Value4); return tex; } ENDCG } } Fallback "Sprites/Default" }