////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/CircleFade" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _Offset("Offset", Range(-1,1)) = 0.5 _InOut("InOut", Range(0,1)) = 0.5 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 0 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_BlendOp("_BlendOp",Float) = 0 [HideInInspector]_Z("_Z", Float) = 0 } SubShader { Tags { "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite[_Z] BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows sampler2D _MainTex; float4 _Color; float _Offset; float _InOut; float _Alpha; struct Input { float2 uv_MainTex; float4 color; }; void vert(inout appdata_full v, out Input o) { v.vertex = UnityPixelSnap(v.vertex); UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _Color; } void surf(Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex; float4 tex = tex2D(_MainTex, uv)* IN.color; float alpha = tex.a; float2 center = float2(0.5,0.5); float dist = 1.0 - smoothstep(_Offset,_Offset + 0.15, length(center - uv)); float c = 0; if (_InOut == 0) { c = dist; } else { c = 1 - dist; } tex.a = alpha*c - _Alpha; o.Albedo = tex.rgb * tex.a; o.Alpha = tex.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }