////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/RetroEGA" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _TurnEGA_Fade_1("_TurnEGA_Fade_1", Range(0, 1)) = 1 _SpriteFade("SpriteFade", Range(0, 1)) = 1.0 // required for UI.Mask [HideInInspector]_StencilComp("Stencil Comparison", Float) = 8 [HideInInspector]_Stencil("Stencil ID", Float) = 0 [HideInInspector]_StencilOp("Stencil Operation", Float) = 0 [HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255 [HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255 [HideInInspector]_ColorMask("Color Mask", Float) = 15 } SubShader { Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } 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 #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 _SpriteFade; float _TurnEGA_Fade_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 TurnEGA(float4 txt, float value) { float3 a = float3(0, 0, 0); #define Turn(n) a = lerp(n, a, step (length (a-txt.rgb), length (n-txt.rgb))); Turn(float3(000.0, 000.0, 000.0) / 256); Turn(float3(255.0, 255.0, 255.0) / 256); Turn(float3(255.0, 0.0, 0.0) / 256); Turn(float3(0.0, 255.0, 0.0) / 256); Turn(float3(0.0, 0.0, 255.0) / 256); Turn(float3(255.0, 255.0, 0.0) / 256); Turn(float3(0.0, 255.0, 255.0) / 256); Turn(float3(255.0, 0.0, 255.0) / 256); Turn(float3(128.0, 0.0, 0.0) / 256); Turn(float3(0.0, 128.0, 0.0) / 256); Turn(float3(0.0, 0.0, 128.0) / 256); Turn(float3(128.0, 128.0, 0.0) / 256); Turn(float3(0.0, 128.0, 128.0) / 256); Turn(float3(128.0, 0.0, 128.0) / 256); Turn(float3(128.0, 128.0, 128.0) / 256); Turn(float3(255.0, 128.0, 128.0) / 256); a = lerp(txt.rgb,a,value); return float4(a, txt.a); } float4 frag (v2f i) : COLOR { float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 TurnEGA_1 = TurnEGA(_MainTex_1,_TurnEGA_Fade_1); float4 FinalResult = TurnEGA_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }