////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Animated_PingPong_Rotation" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} AnimatedRotationUV_AnimatedRotationUV_Rotation_1("AnimatedRotationUV_AnimatedRotationUV_Rotation_1", Range(-360, 360)) = -16.715 AnimatedRotationUV_AnimatedRotationUV_PosX_1("AnimatedRotationUV_AnimatedRotationUV_PosX_1", Range(-1, 2)) = 0.5 AnimatedRotationUV_AnimatedRotationUV_PosY_1("AnimatedRotationUV_AnimatedRotationUV_PosY_1", Range(-1, 2)) = 0.5 AnimatedRotationUV_AnimatedRotationUV_Intensity_1("AnimatedRotationUV_AnimatedRotationUV_Intensity_1", Range(0, 4)) = 0.5 AnimatedRotationUV_AnimatedRotationUV_Speed_1("AnimatedRotationUV_AnimatedRotationUV_Speed_1", Range(-10, 10)) = 4.107 _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 AnimatedRotationUV_AnimatedRotationUV_Rotation_1; float AnimatedRotationUV_AnimatedRotationUV_PosX_1; float AnimatedRotationUV_AnimatedRotationUV_PosY_1; float AnimatedRotationUV_AnimatedRotationUV_Intensity_1; float AnimatedRotationUV_AnimatedRotationUV_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 AnimatedRotationUV(float2 uv, float rot, float posx, float posy, float radius, float speed) { uv = uv - float2(posx, posy); float angle = rot * 0.01744444; angle += sin(_Time * speed * 20) * radius; float sinX = sin(angle); float cosX = cos(angle); float2x2 rotationMatrix = float2x2(cosX, -sinX, sinX, cosX); uv = mul(uv, rotationMatrix) + float2(posx, posy); return uv; } float4 frag (v2f i) : COLOR { float2 AnimatedRotationUV_1 = AnimatedRotationUV(i.texcoord,AnimatedRotationUV_AnimatedRotationUV_Rotation_1,AnimatedRotationUV_AnimatedRotationUV_PosX_1,AnimatedRotationUV_AnimatedRotationUV_PosY_1,AnimatedRotationUV_AnimatedRotationUV_Intensity_1,AnimatedRotationUV_AnimatedRotationUV_Speed_1); i.texcoord = lerp(i.texcoord,AnimatedRotationUV_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" }