////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/ShinyPixel" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 Pixel_Size("Pixel_Size", Range(1, 128)) = 22 Displacement_Value("Displacement_Value", Range(-0.3, 0.3)) = 0.3 _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 #pragma multi_compile _ PIXELSNAP_ON #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 Pixel_Size; float Displacement_Value; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float2 PixelUV(float2 uv, float x) { uv = floor(uv * x + 0.5) / x; return uv; } float2 SimpleDisplacementUV(float2 uv,float x, float y, float value) { return lerp(uv,uv+float2(x,y),value); } float4 ShinyOnlyFX(float2 uv, float pos, float size, float smooth, float intensity, float speed) { pos = pos + 0.5+sin(_Time*20*speed)*0.5; uv = uv - float2(pos, 0.5); float a = atan2(uv.x, uv.y) + 1.4, r = 3.1415; float d = cos(floor(0.5 + a / r) * r - a) * length(uv); float dist = 1.0 - smoothstep(size, size + smooth, d); return dist*intensity; } float4 frag (v2f i) : COLOR { float2 PixelUV_1 = PixelUV(i.texcoord,Pixel_Size); float4 _ShinyOnlyFX_1 = ShinyOnlyFX(PixelUV_1,0,-0.1,0.25,1,1); float2 _Simple_Displacement_1 = SimpleDisplacementUV(i.texcoord,_ShinyOnlyFX_1.r*_ShinyOnlyFX_1.a,0,Displacement_Value); float4 _MainTex_1 = tex2D(_MainTex,_Simple_Displacement_1); float4 FinalResult = _MainTex_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; FinalResult.rgb *= FinalResult.a; FinalResult.a = saturate(FinalResult.a); return FinalResult; } ENDCG } } Fallback "Sprites/Default" }