////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/PixelDie" { 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 _Alpha ("Alpha", Range (0,1)) = 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 _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; } void surf(Input IN, inout SurfaceOutput o) { float2 uv=IN.uv_MainTex; float4 t2 = tex2D(_MainTex2, float2(uv.x,uv.y)); t2.rgb= smoothstep(t2.rgb, t2.rgb+0.5, _Value1*1.2); float r= 1-t2.r; float4 t = tex2D(_MainTex, float2(uv.x*r,uv.y*r))*IN.color; t.a*=r; t.b+=t2.g; t.b+=_Value1*4; t.rg+=(1-r)*2; float4 v= float4(t.rgb,t.a*(1-_Alpha)); o.Albedo = v.rgb * v.a; o.Alpha = v.a; clip(o.Alpha-0.05); } ENDCG } Fallback "Sprites/Default" }