////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Frozen" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} [HideInInspector] _MainTex2("Pattern (RGB)", 2D) = "white" {} [HideInInspector] _Alpha("Alpha", Range(0,1)) = 1.0 [HideInInspector] _Color("Tint", Color) = (1,1,1,1) [HideInInspector] _Value1("_Value1", Range(0,1)) = 0 [HideInInspector] _Value2("_Value2", Range(0,1)) = 0 [HideInInspector] _Value3("_Value3", Range(0,1)) = 0 [HideInInspector] _Value4("_Value4", Range(0,1)) = 0 [HideInInspector] _Value5("_Value5", Range(0,1)) = 0 _Color("Tint", 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; sampler2D _MainTex2; float4 _Color; float _Alpha; float _Value1; float _Value2; float _Value3; float _Value4; float _Value5; 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 hardLight(float s, float d) { return (s < 0.5) ? 2.0 * s * d : 1.0 - 2.0 * (1.0 - s) * (1.0 - d); } float3 hardLight(float3 s, float3 d) { float3 c; c.x = hardLight(s.x,d.x); c.y = hardLight(s.y,d.y); c.z = hardLight(s.z,d.z); return c; } void surf(Input IN, inout SurfaceOutput o) { float speed = _Time * 2; float2 uv = IN.uv_MainTex; uv = uv*(1 - (_Value2*0.4)) + float2(_Value2*0.2,_Value2*0.2); float4 t2 = tex2D(_MainTex2, uv); uv = uv*(1 - (_Value2*0.4)) + float2(_Value2*0.2,_Value2*0.2); float4 t3 = tex2D(_MainTex2, uv) * 2; uv = IN.uv_MainTex + float2(-_Value2 - speed,0); float4 t4 = tex2D(_MainTex2, uv + float2(t2.r,t2.r))*0.5; float tx = t3.b; tx = lerp(0,t3.b*0.015,_Value2); float4 td = tex2D(_MainTex, IN.uv_MainTex)*IN.color; float4 t = tex2D(_MainTex, IN.uv_MainTex + float2(tx,tx))*IN.color; t2.a = t.a; t2.rgb = float3(t2.r / 10,t2.r / 1.5,t2.r); float3 g = (t.r + t.g + t.b) / 3; float3 r = smoothstep(_Value1,_Value1 + 0.1,g) + .2; t.rgb = lerp(t.rgb,hardLight(g,t2.rgb) + t2.b*r*t3.b + t4.g,_Value2); float4 c = float4(t.rgb,t.a*(1 - _Alpha)); o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }