////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/AnimatedBurn" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _AnimatedBurn_Offset("_AnimatedBurn_Offset", Range(-1, 1)) =0 _AnimatedBurn_Fade("_AnimatedBurn_Fade", Range(0, 1)) =1 _AnimatedBurn_Speed("_AnimatedBurn_Speed", Range(-2, 2)) =0.465 _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 _AnimatedBurn_Offset; float _AnimatedBurn_Fade; float _AnimatedBurn_Speed; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 Color_PreGradients(float4 rgba, float4 a, float4 b, float4 c, float4 d, float offset, float fade, float speed) { float gray = (rgba.r + rgba.g + rgba.b) / 3; gray += offset+(speed*_Time*20); float4 result = a + b * cos(6.28318 * (c * gray + d)); result.a = rgba.a; result.rgb = lerp(rgba.rgb, result.rgb, fade); return result; } float4 frag (v2f i) : COLOR { float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 _PremadeGradients_1 = Color_PreGradients(_MainTex_1,float4(1,0,0.13,1),float4(0.42,0.95,0,1),float4(0.99,0.68,0.99,1),float4(0.39,0.39,1,1),_AnimatedBurn_Offset,_AnimatedBurn_Fade,_AnimatedBurn_Speed); float4 FinalResult = _PremadeGradients_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; FinalResult.rgb *= FinalResult.a; FinalResult.a = saturate(FinalResult.a); return FinalResult; } ENDCG } } Fallback "Sprites/Default" }