////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Plasma" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _PlasmaFX_Fade_1("_PlasmaFX_Fade_1", Range(0, 1)) = 0.5 _PlasmaFX_Speed_1("_PlasmaFX_Speed_1", Range(0, 1)) = 0.5 _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 _PlasmaFX_Fade_1; float _PlasmaFX_Speed_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } inline float RBFXmod(float x,float modu) { return x - floor(x * (1.0 / modu)) * modu; } float3 RBFXrainbow(float t) { t= RBFXmod(t,1.0); float tx = t * 8; float r = clamp(tx - 4.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0); float g = tx < 2.0 ? clamp(tx, 0.0, 1.0) : clamp(4.0 - tx, 0.0, 1.0); float b = tx < 4.0 ? clamp(tx - 2.0, 0.0, 1.0) : clamp(6.0 - tx, 0.0, 1.0); return float3(r, g, b); } float4 Plasma(float4 txt, float2 uv, float _Fade, float speed) { float _TimeX=_Time.y * speed; float a = 1.1 + _TimeX * 2.25; float b = 0.5 + _TimeX * 1.77; float c = 8.4 + _TimeX * 1.58; float d = 610 + _TimeX * 2.03; float x1 = 2.0 * uv.x; float n = sin(a + x1) + sin(b - x1) + sin(c + 2.0 * uv.y) + sin(d + 5.0 * uv.y); n = RBFXmod(((5.0 + n) / 5.0), 1.0); float4 nx=txt; n += nx.r * 0.2 + nx.g * 0.4 + nx.b * 0.2; float4 ret=float4(RBFXrainbow(n),txt.a); return lerp(txt,ret,_Fade); } float4 frag (v2f i) : COLOR { float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 _PlasmaFX_1 = Plasma(_MainTex_1,i.texcoord,_PlasmaFX_Fade_1,_PlasmaFX_Speed_1); float4 FinalResult = _PlasmaFX_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }