////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/BurningFX" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _Distortion("Distortion", Range(0,1)) = 0 [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; float _Distortion; 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; } inline float3 Burn(float _t) { float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t) / (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t); float v = (0.317398726 + 4.22806245e-5*_t + 4.20481691e-8*_t*_t) / (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t); float kuv = 2.0 * u - 8.0 * v + 4.0; float x = 3.0 * u / kuv; float y = 2.0 * v / kuv; float z = 1.0 - x - y; float Y = 1.0; float YY = Y / y; float X = YY * x; float Z = YY * z; float3 RGB = float3(X,Y,Z); RGB.x = RGB.x * pow(0.0006*_t*_Distortion, 4.0) / _Distortion; RGB.y = RGB.y * pow(0.0004*_t*_Distortion, 4.0) / _Distortion; RGB.z = RGB.z * pow(0.0004*_t*_Distortion, 4.0)*_Distortion; return RGB; } void surf(Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex; float4 noise = tex2D(_MainTex, uv)* IN.color; float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722)); float3 c = Burn(lum * 4000.0); c = c + noise.rgb; float4 r = float4(c,noise.a * 1 - _Alpha); o.Albedo = r.rgb * r.a; o.Alpha = r.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }