////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/GhostClipping" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _GhostFX_Smooth_1("_GhostFX_Smooth_1", Range(0, 1)) = 1 _GhostFX_ClipUp_1("_GhostFX_ClipUp_1", Range(0, 1)) = 0.582 _GhostFX_ClipDown_1("_GhostFX_ClipDown_1", Range(0, 1)) = 0.616 _GhostFX_ClipLeft_1("_GhostFX_ClipLeft_1", Range(0, 1)) = 0.518 _GhostFX_ClipRight_1("_GhostFX_ClipRight_1", Range(0, 1)) = 0.518 _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 _GhostFX_Smooth_1; float _GhostFX_ClipUp_1; float _GhostFX_ClipDown_1; float _GhostFX_ClipLeft_1; float _GhostFX_ClipRight_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 GhostFX(float4 txt, float2 uv, float smooth, float up, float down, float left, float right) { float a = txt.a; float c1 = 1; float noffset = smooth; if (uv.y > up) c1 = saturate(((1 + noffset) / (1 - up))*(1 - uv.y) - noffset); if (uv.y < 1 - down) c1 *= saturate(((1 + noffset) / (1 - down))*uv.y - noffset); if (uv.x > right) c1 *= saturate(((1 + noffset) / (1 - right))*(1 - uv.x) - noffset); if (uv.x < 1 - left) c1 *= saturate(((1 + noffset) / (1 - left))*uv.x - noffset); txt.a = a*c1; return txt; } float4 frag (v2f i) : COLOR { float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 _GhostFX_1 = GhostFX(_MainTex_1,i.texcoord,_GhostFX_Smooth_1,_GhostFX_ClipUp_1,_GhostFX_ClipDown_1,_GhostFX_ClipLeft_1,_GhostFX_ClipRight_1); float4 FinalResult = _GhostFX_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }