// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/EnergyBar" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Value1 ("_Value1", Range(0,1)) = 1 _Value2 ("_Value2", Range(0,1)) = 1 _Value3 ("_Value3", Range(0,1)) = 1 _Value4 ("_Value4", Range(0,1)) = 1 _Value5 ("_Value5", Range(0,1)) = 1 _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 #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 _Size; float _Value1; float _Value2; float _Value3; float _Value4; float _Value5; float _Alpha; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 frag (v2f i) : COLOR { float2 uv=i.texcoord; float4 mainColor = tex2D(_MainTex, i.texcoord)*i.color; float energy= smoothstep( _Value1-_Value2,_Value1+_Value2, uv.x); float xx=smoothstep( 0.15-0.1,0.15+0.1, uv.x)*_Value1; float3 C1 = float3(1,0,0); float3 C2 = mainColor.rgb; C1=lerp(mainColor.rgb,C1,_Value4); C1=lerp(C1,mainColor.rgb,xx); float3 CR = lerp(C1,C2,_Value1); float4 CRA= float4(CR,mainColor.a); mainColor= lerp(CRA,mainColor-float4(_Value3,_Value3,_Value3,1-_Value5),energy); mainColor.a = mainColor.a-_Alpha; return mainColor; } ENDCG } } Fallback "Sprites/Default" }