// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/PlasmaRainbow" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Colors ("Colors", Range(4,128)) = 4 _Color ("Color", Color) = (1,1,1,1) _Offset ("Offset", Range(4,128)) = 1 _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; float _Offset; float _TimeX; float _Alpha; float _Colors; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } inline float mod(float x,float modu) { return x - floor(x * (1.0 / modu)) * modu; } float3 rainbow(float t) { t=mod(t,1.0); float tx = t * _Colors; float r = clamp(tx - 4.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0); float g = tx < 2.0 ? clamp(tx, 0.0, 1.0) : clamp(4.0 - tx, 0.0, 1.0); float b = tx < 4.0 ? clamp(tx - 2.0, 0.0, 1.0) : clamp(6.0 - tx, 0.0, 1.0); return float3(r, g, b); } float3 plasma(float2 uv) { _TimeX=_Time.y; float a = 1.1 + _TimeX * 2.25+_Offset; float b = 0.5 + _TimeX * 1.77+_Offset; float c = 8.4 + _TimeX * 1.58+_Offset; float d = 610 + _TimeX * 2.03+_Offset; float x1 = 2.0 * uv.x; float n = sin(a + x1) + sin(b - x1) + sin(c + 2.0 * uv.y) + sin(d + 5.0 * uv.y); n = mod(((5.0 + n) / 5.0), 1.0); float4 nx=tex2D(_MainTex,uv); n += nx.r * 0.2 + nx.g * 0.4 + nx.b * 0.2; return rainbow(n); } float4 frag (v2f i) : COLOR { float alpha = tex2D(_MainTex, i.texcoord).a; return float4(plasma(i.texcoord), alpha-_Alpha)*i.color; } ENDCG } } Fallback "Sprites/Default" }