////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Flame" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _MainTex2 ("Base (RGB)", 2D) = "white" {} _Speed("_Speed", Range(4,128)) = 4 _Intensity("_Intensity", Range(4,128)) = 4 _Color("_Color", Color) = (1,1,1,1) _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; sampler2D _MainTex2; float _Speed; float _Intensity; float _Alpha; float4 _Color; 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 uv = IN.uv_MainTex; float2 _uv = uv; float _TimeX=_Time*128*_Speed; uv -= float2(0.5,0.5); float2 centerUV = uv; float2 offset = float2(0.0, -_TimeX * 0.15); // flame thickness float2 uv2= IN.uv_MainTex +offset; float2 uv3= IN.uv_MainTex +offset*1.5; uv2.y/=16; uv3.y/=12; float flame = 1.3 - length(uv.x) * 3.0; float4 t3 = tex2D(_MainTex2,uv3); float4 t2 = tex2D(_MainTex2,uv2); float variationH = t3.g-t2.g; uv2.x += IN.uv_MainTex.y*cos(_TimeX)/8; float4 t = tex2D(_MainTex, float2(uv2.x, IN.uv_MainTex.y)); flame *= smoothstep(1., variationH * _Intensity, _uv.y); flame = clamp(flame, 0.0, 1.0); flame = pow(flame, 3.); flame /= smoothstep(1.1, -0.1, _uv.y*t.a); // colors flame *= t.a; // colors float4 col = lerp(float4(1.0, 1., 0.0, 0.0), float4(1.0, 1.0, .6, 0.0), flame); col = lerp(float4(1.0, .0, 0.0, 0.0), col, smoothstep(0.0, 1.6, flame)); col = lerp(float4(0.0, .0, 1.0, 0.0), col, smoothstep(0.0, 0.7, flame)); t2=col*1.2; t2.a = t2.r*flame*_Alpha; t2.rgb= t2*IN.color; o.Albedo = t2.rgb * t2.a; o.Alpha = t2.a; clip(o.Alpha-0.05); } ENDCG } Fallback "Sprites/Default" }