// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/FlameAdditive" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainTex2 ("Base (RGB)", 2D) = "white" {} _Speed ("_Speed", Range(4,128)) = 4 _Intensity ("_Intensity", Range(4,128)) = 4 _Color ("_Color", Color) = (1,1,1,1) _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 One 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; sampler2D _MainTex2; float _Speed; float _Intensity; float _Alpha; float4 _Color; 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.xy; float2 _uv = uv; float _TimeX=_Time*128*_Speed; uv -= float2(0.5,0.5); float2 centerUV = uv; float2 offset = float2(0.0, -_TimeX * 0.15); // flame thickness float2 uv2=i.texcoord+offset; float2 uv3=i.texcoord+offset*1.5; uv2.y/=16; uv3.y/=12; float flame = 1.3 - length(uv.x) * 3.0; float4 t3 = tex2D(_MainTex2,uv3); float4 t2 = tex2D(_MainTex2,uv2); float variationH = t3.g-t2.g; uv2.x += i.texcoord.y*cos(_TimeX)/8; float4 t = tex2D(_MainTex, float2(uv2.x,i.texcoord.y)); flame *= smoothstep(1., variationH * _Intensity, _uv.y); flame = clamp(flame, 0.0, 1.0); flame = pow(flame, 3.); flame /= smoothstep(1.1, -0.1, _uv.y*t.a); // colors flame *= t.a; // colors float4 col = lerp(float4(1.0, 1., 0.0, 0.0), float4(1.0, 1.0, .6, 0.0), flame); col = lerp(float4(1.0, .0, 0.0, 0.0), col, smoothstep(0.0, 1.6, flame)); col = lerp(float4(0.0, .0, 1.0, 0.0), col, smoothstep(0.0, 0.7, flame)); t2=col*1.2; t2.a = t2.r*flame*_Alpha; return t2*i.color; } ENDCG } } Fallback "Sprites/Default" }