////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Animated_PingPong" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} AnimatedPingPongOffsetUV_1_OffsetX_1("AnimatedPingPongOffsetUV_1_OffsetX_1", Range(-1, 1)) = 0.182 AnimatedPingPongOffsetUV_1_OffsetY_1("AnimatedPingPongOffsetUV_1_OffsetY_1", Range(-1, 1)) = 0 AnimatedPingPongOffsetUV_1_ZoomX_1("AnimatedPingPongOffsetUV_1_ZoomX_1", Range(1, 10)) = 1 AnimatedPingPongOffsetUV_1_ZoomY_1("AnimatedPingPongOffsetUV_1_ZoomY_1", Range(1, 10)) = 1 AnimatedPingPongOffsetUV_1_Speed_1("AnimatedPingPongOffsetUV_1_Speed_1", Range(-1, 1)) = 0.354 _LerpUV_Fade_1("_LerpUV_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 AnimatedPingPongOffsetUV_1_OffsetX_1; float AnimatedPingPongOffsetUV_1_OffsetY_1; float AnimatedPingPongOffsetUV_1_ZoomX_1; float AnimatedPingPongOffsetUV_1_ZoomY_1; float AnimatedPingPongOffsetUV_1_Speed_1; float _LerpUV_Fade_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float2 AnimatedPingPongOffsetUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy, float speed) { float time = sin(_Time * 100* speed) * 0.1; speed *= time * 25; uv += float2(offsetx, offsety)*speed; uv = uv * float2(zoomx, zoomy); return uv; } float4 frag (v2f i) : COLOR { float2 AnimatedPingPongOffsetUV_1 = AnimatedPingPongOffsetUV(i.texcoord,AnimatedPingPongOffsetUV_1_OffsetX_1,AnimatedPingPongOffsetUV_1_OffsetY_1,AnimatedPingPongOffsetUV_1_ZoomX_1,AnimatedPingPongOffsetUV_1_ZoomY_1,AnimatedPingPongOffsetUV_1_Speed_1); i.texcoord = lerp(i.texcoord,AnimatedPingPongOffsetUV_1,_LerpUV_Fade_1); float4 _MainTex_1 = tex2D(_MainTex,i.texcoord); float4 FinalResult = _MainTex_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }