// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/BurningFX" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Distortion ("Distortion", Range(0,1)) = 0 _Alpha ("Alpha", Range (0,1)) = 1.0 // required for UI.Mask _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off // required for UI.Mask Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; float4 _Color; float _Distortion; float _Alpha; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } inline float3 Burn(float _t) { float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t) / (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t); float v = (0.317398726 + 4.22806245e-5*_t + 4.20481691e-8*_t*_t) / (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t); float kuv = 2.0 * u - 8.0 * v + 4.0; float x = 3.0 * u / kuv; float y = 2.0 * v / kuv; float z = 1.0 - x - y; float Y = 1.0; float YY = Y/y; float X = YY * x; float Z = YY * z; float3 RGB = float3(X,Y,Z); RGB.x = RGB.x * pow(0.0006*_t*_Distortion, 4.0)/_Distortion; RGB.y = RGB.y * pow(0.0004*_t*_Distortion, 4.0)/_Distortion; RGB.z = RGB.z * pow(0.0004*_t*_Distortion, 4.0)*_Distortion; return RGB; } float4 frag (v2f i) : COLOR { float2 uv = i.texcoord.xy ; float4 noise = tex2D(_MainTex, uv)*i.color; float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722)); float3 c = Burn(lum * 4000.0); c=c+noise.rgb; return float4(c,noise.a*1-_Alpha); } ENDCG } } Fallback "Sprites/Default" }