// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/SkyCloud" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainTex2 ("Pattern (RGB)", 2D) = "white" {} _Alpha ("Alpha", Range (0,1)) = 1.0 _OffsetX ("OffsetX", Range (0,1)) = 0 _OffsetY ("OffsetY", Range (0,1)) = 0 _Zoom ("Zoom", Range (0,1)) = 0 _Intensity ("Intensity", Range (0,1)) = 0 _Color ("Tint", Color) = (1,1,1,1) // 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 struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } sampler2D _MainTex; sampler2D _MainTex2; float4 _Color; float _Alpha; float _OffsetX; float _OffsetY; float _Zoom; float _Intensity; float4 frag(v2f IN) : COLOR { float2 p=IN.texcoord; float4 t = tex2D(_MainTex, p); p*=_Zoom; float4 t2 = tex2D(_MainTex2, p+float2(_OffsetX,_OffsetY))*IN.color; t2.rgb = t.rgb - (t2.rgb*_Intensity); t2.a = t2.a * t.a - _Alpha; return t2; } ENDCG } } Fallback "Sprites/Default" }