////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Offset" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _OffsetX ("Offset X", Range(0,1)) = 1 _OffsetY ("Offset Y", Range(0,1)) = 1 _ZoomX ("Zoom X", Range(0,1)) = 1 _ZoomY ("Zoom Y", Range(0,1)) = 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 sampler2D _MainTex; float4 _Color; float _Size; float _OffsetX; float _OffsetY; float _ZoomX; float _ZoomY; 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; } void surf(Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex+float2(_OffsetX,_OffsetY); uv = fmod(uv * float2(_ZoomX ,_ZoomY),1); float4 mainColor = tex2D(_MainTex, uv)*IN.color; mainColor.a = mainColor.a-_Alpha; o.Albedo = mainColor.rgb * mainColor.a; o.Alpha = mainColor.a; clip(o.Alpha-0.05); } ENDCG } Fallback "Sprites/Default" }