////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Pattern" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _MainTex2("Pattern (RGB)", 2D) = "white" {} _Alpha("Alpha", Range(0,1)) = 1.0 _OffsetX("OffsetX", Range(0,1)) = 0 _OffsetY("OffsetY", 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 sampler2D _MainTex; sampler2D _MainTex2; float4 _Color; float _Alpha; float _OffsetX; float _OffsetY; 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) { float4 t = tex2D(_MainTex, IN.uv_MainTex); float4 c = tex2D(_MainTex2, IN.uv_MainTex + float2(_OffsetX,_OffsetY))* IN.color; c.a = c.a*t.a - _Alpha; o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Sprites/Default" }