////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/4Gradients" { Properties { [HideInInspector] _MainTex("Sprite Texture", 2D) = "white" {} _Color("_Color", Color) = (1,1,1,1) _Color1("_Color1", Color) = (1,1,1,1) _Color2("_Color2", Color) = (1,1,1,1) _Color3("_Color3", Color) = (1,1,1,1) _Color4("_Color4", Color) = (1,1,1,1) [HideInInspector]_SrcBlend("_SrcBlend", Float) = 0 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_BlendOp("_BlendOp",Float) = 0 [HideInInspector]_Z("_Z", Float) = 0 } SubShader { Tags { "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite [_Z] BlendOp [_BlendOp] Blend [_SrcBlend] [_DstBlend] CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows sampler2D _MainTex; float4 _Color; float4 _Color1; float4 _Color2; float4 _Color3; float4 _Color4; float _Alpha; struct Input { float2 uv_MainTex; float4 color; }; void vert(inout appdata_full v, out Input o) { v.vertex = UnityPixelSnap(v.vertex); UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _Color; } void surf(Input IN, inout SurfaceOutput o) { float2 p = IN.uv_MainTex; float4 c = tex2D(_MainTex,p) * IN.color; float alpha = c.a; float4 colorA = lerp(_Color3,_Color4,p.x*1.3); float4 colorB = lerp(_Color1,_Color2,p.x*1.3); float4 colorC = lerp(colorA,colorB,p.y*1.3); c = lerp(c,colorC, colorC.a); c.a *= alpha; c.a *= (1 - _Alpha); o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Sprites-Defaultt" }