// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/PixelDie" { Properties { [HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {} [HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {} [HideInInspector] _Alpha ("Alpha", Range (0,1)) = 1.0 [HideInInspector] _Color ("Tint", Color) = (1,1,1,1) [HideInInspector] _Value1 ("_Value1", Range (0,1)) = 0 [HideInInspector] _Value2 ("_Value2", Range (0,1)) = 0 [HideInInspector] _Value3 ("_Value3", Range (0,1)) = 0 [HideInInspector] _Value4 ("_Value4", Range (0,1)) = 0 [HideInInspector] _Value5 ("_Value5", Range (0,1)) = 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 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; }; 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 _Value1; float _Value2; float _Value3; float _Value4; float _Value5; float4 frag(v2f IN) : COLOR { float2 uv = IN.texcoord; float4 t2 = tex2D(_MainTex2, float2(uv.x,uv.y)); t2.rgb= smoothstep(t2.rgb, t2.rgb+0.5, _Value1*1.2); float r= 1 - t2.r; float4 t = tex2D(_MainTex, float2(uv.x*r,uv.y*r)); t.a*=r; t.b+=t2.g; t.b+=_Value1*4; t.rg+=(1-r)*2; return float4(t.rgb,t.a*(1-_Alpha)); } ENDCG } } Fallback "Sprites/Default" }