////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/BlackHole" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("_Color", Color) = (1,1,1,1) _Size("Size", Range(0,1)) = 0 _Distortion("Distortion", Range(0,1)) = 0 _Hole("Hole", Range(0,1)) = 0 _Speed("Speed", Range(0,1)) = 0 _Alpha("Alpha", Range(0,1)) = 1.0 _Color("ColorX", 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 #pragma target 3.0 sampler2D _MainTex; float4 _Color; float4 _ColorX; float _Size; float _Distortion; float _Hole; float _Speed; 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; } float4 hole(sampler2D tex, float2 uv, float time) { float radius = 0.5; float2 center = float2(0.5,0.5); float2 tc = uv - center; float dist = length(tc); if (dist < radius) { float percent = (radius - dist) / radius; float theta = percent * percent * (2.0 * sin(time)) * 8.0; float s = sin(theta); float c = cos(theta); tc = float2(dot(tc, float2(c, -s)), dot(tc, float2(s, c))); } tc += center; float4 color = tex2D(tex, tc); return color; } void surf(Input IN, inout SurfaceOutput o) { _Speed *= 5.0f; float2 uv = (IN.uv_MainTex - float2(0.5,0.5))*1.246; float sinX = sin(_Speed * _Time); float cosX = cos(_Speed * _Time); float sinY = sinX; float2x2 rotationMatrix = float2x2(cosX, -sinX, sinY, cosX); uv.xy = mul(uv, rotationMatrix) + float2(0.5,0.5); float dist = 1.0 - smoothstep(_Hole,_Hole + 0.15, length(float2(0.5,0.5) - uv)); float dista = 1.0 - smoothstep(0.25,0.5, length(float2(0.5,0.5) - uv)); float4 finalColor = hole(_MainTex, uv, _Distortion); finalColor.rgb *= 1 - dist; finalColor.a = finalColor.a*(1 - _Alpha); finalColor.a *= dista*(1 - dist); o.Albedo = finalColor.rgb * finalColor.a; o.Alpha = finalColor.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }