////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/CircleFade" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _CircleFade_PosX_1("_CircleFade_PosX_1", Range(-1, 2)) = 0.559 _CircleFade_PosY_1("_CircleFade_PosY_1", Range(-1, 2)) = 0.5 _CircleFade_Size_1("_CircleFade_Size_1", Range(-1, 1)) = 0.139 _CircleFade_Dist_1("_CircleFade_Dist_1", Range(0, 1)) = 0.2 _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 _CircleFade_PosX_1; float _CircleFade_PosY_1; float _CircleFade_Size_1; float _CircleFade_Dist_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 Circle_Fade(float4 txt, float2 uv, float posX, float posY, float Size, float Smooth) { float2 center = float2(posX, posY); float dist = 1.0 - smoothstep(Size, Size + Smooth, length(center - uv)); txt.a *= dist; return txt; } float4 frag (v2f i) : COLOR { float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 _CircleFade_1 = Circle_Fade(_MainTex_1,i.texcoord,_CircleFade_PosX_1,_CircleFade_PosY_1,_CircleFade_Size_1,_CircleFade_Dist_1); float4 FinalResult = _CircleFade_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }