////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/RoarDistortion" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} PosX("PosX", Range(0, 1)) = 0.5 PosY("PosY", Range(0, 1)) = 0.5 Size("Size", Range(0, 2)) = 1 LineSize("LineSize", Range(-16, 16)) = 1 Speed("Speed", Range(-2, 2)) = 0 Roar_Intensity("Roar_Intensity", Range(-0.3, 0.3)) = 0.022 _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 PosX; float PosY; float Size; float LineSize; float Speed; float Roar_Intensity; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 Generate_Spiral(float2 uv, float posX, float posY, float Size, float LineSize, float Speed,float black) { float t = _Time*Speed*8; float2 m = float2(posX, posY) - uv; float r = length(m)*Size; float a = atan2(m.y, m.x); float v = sin(100.* (sqrt(r) - (0.02*LineSize) * a - .3 * t)); float4 result = clamp(v, 0., 1.); result.a = saturate(result.a + black); return result; } float2 SimpleDisplacementUV(float2 uv,float x, float y, float value) { return lerp(uv,uv+float2(x,y),value); } float4 frag (v2f i) : COLOR { float4 _Generate_Spiral_1 = Generate_Spiral(i.texcoord,PosX,PosY,Size,LineSize,Speed,0); float2 _Simple_Displacement_1 = SimpleDisplacementUV(i.texcoord,_Generate_Spiral_1.r*_Generate_Spiral_1.a,0,Roar_Intensity); 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" }