////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/DestroyedFX" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _Distortion("Distortion", Range(0,1)) = 0 _Size("Size", Range(0,1)) = 0 _Alpha("Alpha", Range(0,1)) = 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; float _Size; 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; } float r(float2 c) { return frac(43.*sin(c.x + 7.*c.y)*_Size); } float n(float2 p) { float2 i = floor(p), w = p - i, j = float2 (1.,0.); w = w*w*(3. - w - w); return lerp(lerp(r(i), r(i + j), w.x), lerp(r(i + j.yx), r(i + 1.), w.x), w.y); } float a(float2 p) { float m = 0., f = 2.; for (int i = 0; i<9; i++) { m += n(f*p) / f; f += f; } return m; } void surf(Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex; float4 tex = tex2D(_MainTex, uv)* IN.color; float t = frac(_Distortion*0.9999); float4 c = smoothstep(t / 1.2, t + .1, a(3.5*uv)); c = tex*c; c.r = lerp(c.r,c.r*15.0*(1 - c.a) * 8,_Distortion); c.g = lerp(c.g,c.g*10.0*(1 - c.a) * 4,_Distortion); c.b = lerp(c.b,c.b*5.0*(1 - c.a),_Distortion); float4 r = float4(c.rgb,c.a * 1 - _Alpha); o.Albedo = r.rgb * r.a; o.Alpha = r.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }