////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Zoom" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} ZoomUV_Zoom_1("ZoomUV_Zoom_1", Range(0.2, 4)) = 1.908 ZoomUV_PosX_1("ZoomUV_PosX_1", Range(-3, 3)) = 0.5 ZoomUV_PosY_1("ZoomUV_PosY_1", Range(-3, 3)) =0.5 _LerpUV_Fade_1("_LerpUV_Fade_1", 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 ZoomUV_Zoom_1; float ZoomUV_PosX_1; float ZoomUV_PosY_1; float _LerpUV_Fade_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float2 ZoomUV(float2 uv, float zoom, float posx, float posy) { float2 center = float2(posx, posy); uv -= center; uv = uv * zoom; uv += center; return uv; } float4 frag (v2f i) : COLOR { float2 ZoomUV_1 = ZoomUV(i.texcoord,ZoomUV_Zoom_1,ZoomUV_PosX_1,ZoomUV_PosY_1); ZoomUV_1 = saturate(ZoomUV_1); i.texcoord = lerp(i.texcoord,ZoomUV_1,_LerpUV_Fade_1); float4 _MainTex_1 = tex2D(_MainTex,i.texcoord); float4 FinalResult = _MainTex_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }