////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/PlasmaShield" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Size("Size", Range(4,128)) = 4 _Color("Tint", Color) = (1,1,1,1) _ColorX("Tint", Color) = (1,1,1,1) _Offset("Offset", Range(4,128)) = 4 _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; float4 _Color; float4 _ColorX; float _Size; 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 * _Color; } inline float mod(float x,float modu) { return x - floor(x * (1.0 / modu)) * modu; } float4 rainbow(float t) { t = mod(t,1.0); float tx = t * _Size; float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0); return float4(_ColorX.r, _ColorX.g, _ColorX.b,1 - r + (1. - _ColorX.a)); } float4 plasma(float2 uv) { _TimeX=_Time.y; float a = 1.1 + _TimeX * 2.25 + _Offset; float x1 = 2.0*uv.x; float n = sin(a + x1) + sin(a - x1) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y); n = mod(((5.0 + n) / 5.0), 1.0); float3 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) { float2 p = IN.uv_MainTex; float4 c = tex2D(_MainTex,p) * IN.color; c.a = c.a*(1 - _Alpha); float alpha = tex2D(_MainTex, IN.uv_MainTex).a; float4 sortie = plasma(IN.uv_MainTex); sortie.a = sortie.a*alpha - _Alpha; float4 col = sortie*IN.color; o.Albedo = col.rgb * col.a; o.Alpha = col.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }