////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/TurnToInfinite" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} Zoom("Zoom", Range(-1, 4)) = 1 PosX("PosX", Range(-1, 2)) = 0 PosY("PosY", Range(-1, 2)) = 0 Intensity("Intensity", Range(0, 4)) = 1 Speed("Speed", Range(-10, 10)) = 1 TurnToInfinite_Value("TurnToInfinite_Value", 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 Zoom; float PosX; float PosY; float Intensity; float Speed; float TurnToInfinite_Value; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float2 AnimatedInfiniteZoomUV(float2 uv, float zoom2, float posx, float posy, float radius, float speed) { uv+=float2(posx,posy); float2 muv = uv; float atans = (atan2(uv.x - 0.5, uv.y - 0.5) + 3.1415) / (3.1415 * 2.); float time = _Time * speed*10; uv -= 0.5; uv *= (1. / pow(4., frac(time / 2.))); uv += 0.5; float2 tri = abs(1. - (uv * 2.)); float zoom = min(pow(2., floor(-log2(tri.x))), pow(2., floor(-log2(tri.y)))); float zoom_id = log2(zoom) + 1.; float div = ((pow(2., ((-zoom_id) - 1.)) * ((-2.) + pow(2., zoom_id)))); float2 uv2 = (((uv) - (div)) * zoom); uv2 = lerp(muv * radius, uv2 * radius, zoom2); return uv2; } float4 frag (v2f i) : COLOR { float2 AnimatedInfiniteZoomUV_1 = AnimatedInfiniteZoomUV(i.texcoord,Zoom,PosX,PosY,Intensity,Speed); i.texcoord = lerp(i.texcoord,AnimatedInfiniteZoomUV_1,TurnToInfinite_Value); float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); 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" }