////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/PlasmaRainbow" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Colors("Colors", Range(4,128)) = 4 _Color("Color", Color) = (1,1,1,1) _Offset("Offset", Range(4,128)) = 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 #pragma target 3.0 sampler2D _MainTex; float _Offset; float _Alpha; float _Colors; float _TimeX; 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 ; } inline float mod(float x,float modu) { return x - floor(x * (1.0 / modu)) * modu; } float3 rainbow(float t) { t = mod(t,1.0); float tx = t * _Colors; float r = clamp(tx - 4.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0); float g = tx < 2.0 ? clamp(tx, 0.0, 1.0) : clamp(4.0 - tx, 0.0, 1.0); float b = tx < 4.0 ? clamp(tx - 2.0, 0.0, 1.0) : clamp(6.0 - tx, 0.0, 1.0); return float3(r, g, b); } float3 plasma(float2 uv) { _TimeX=_Time.y; float a = 1.1 + _TimeX * 2.25 + _Offset; float b = 0.5 + _TimeX * 1.77 + _Offset; float c = 8.4 + _TimeX * 1.58 + _Offset; float d = 610 + _TimeX * 2.03 + _Offset; float x1 = 2.0*uv.x; float n = sin(a + x1) + sin(b - x1) + sin(c + 2.0 * uv.y) + sin(d + 5.0 * uv.y); n = mod(((5.0 + n) / 5.0), 1.0); float4 nx = tex2D(_MainTex,uv); n += nx.r * 0.2 + nx.g * 0.4 + nx.b * 0.2; return rainbow(n); } void surf(Input IN, inout SurfaceOutput o) { float alpha = tex2D(_MainTex, IN.uv_MainTex).a; float4 c = float4(plasma(IN.uv_MainTex), alpha - _Alpha)*IN.color; o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }