////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/GoldenFX" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _Distortion("Distortion", 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 sampler2D _MainTex; float _Distortion; 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 step = 0.004; float4 tex = tex2D(_MainTex, uv); float calc = 1.5 *_Distortion; float3 texA = tex2D(_MainTex, uv + float2(-step.x, -step.y) * calc).rgb; float3 texB = tex2D(_MainTex, uv + float2(step.x, -step.y) * calc).rgb; float3 texC = tex2D(_MainTex, uv + float2(-step.x, step.y) * calc).rgb; float3 texD = tex2D(_MainTex, uv + float2(step.x, step.y) * calc).rgb; float shadeA = dot(texA, 0.333333); float shadeB = dot(texB, 0.333333); float shadeC = dot(texC, 0.333333); float shadeD = dot(texD, 0.333333); float shade = 15.0 * pow(max(abs(shadeA - shadeD), abs(shadeB - shadeC)), 0.5); float3 col = lerp(float3(0.1, 0.18, 0.3), float3(0.4, 0.3, 0.2), shade); tex.a = tex.a * 1 - _Alpha; float4 r = float4(col,tex.a); r *= IN.color; o.Albedo = r.rgb * r.a; o.Alpha = r.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }