// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Ghost" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _ClipLeft ("Clipping Left", Range(0,1)) = 1 _ClipRight ("Clipping Right", Range(0,1)) = 1 _ClipUp ("Clipping Up", Range(0,1)) = 1 _ClipDown ("Clipping Down", Range(0,1)) = 1 _offset ("offset", Range(0,1)) = 1 _Alpha ("Alpha", Range (0,1)) = 1.0 // required for UI.Mask _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} 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; float4 _Color; float _Alpha; float _offset; float _ClipLeft; float _ClipRight; float _ClipUp; float _ClipDown; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 frag (v2f i) : COLOR { float4 mainColor = tex2D(_MainTex, i.texcoord)*i.color; float alpha=mainColor.a; float c1=1; float noffset=_offset; if ( i.texcoord.y > _ClipUp) c1= saturate(((1+noffset)/(1-_ClipUp))*(1-i.texcoord.y)-noffset); if ( i.texcoord.y < 1-_ClipDown) c1*= saturate(((1+noffset)/(1-_ClipDown))*i.texcoord.y-noffset); if ( i.texcoord.x > _ClipRight) c1*= saturate(((1+noffset)/(1-_ClipRight))*(1-i.texcoord.x)-noffset); if ( i.texcoord.x < 1-_ClipLeft) c1*= saturate(((1+noffset)/(1-_ClipLeft))*i.texcoord.x-noffset); mainColor.a = (alpha*c1)-_Alpha; return float4(mainColor.rgb,mainColor.a); } ENDCG } } Fallback "Sprites/Default" }