// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Frozen" { Properties { [HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {} [HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {} [HideInInspector] _Alpha ("Alpha", Range (0,1)) = 1.0 [HideInInspector] _Color ("Tint", Color) = (1,1,1,1) [HideInInspector] _Value1 ("_Value1", Range (0,1)) = 0 [HideInInspector] _Value2 ("_Value2", Range (0,1)) = 0 [HideInInspector] _Value3 ("_Value3", Range (0,1)) = 0 [HideInInspector] _Value4 ("_Value4", Range (0,1)) = 0 [HideInInspector] _Value5 ("_Value5", Range (0,1)) = 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 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; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } sampler2D _MainTex; sampler2D _MainTex2; float4 _Color; float _Alpha; float _Value1; float _Value2; float _Value3; float _Value4; float _Value5; float hardLight( float s, float d ) { return (s < 0.5) ? 2.0 * s * d : 1.0 - 2.0 * (1.0 - s) * (1.0 - d); } float3 hardLight( float3 s, float3 d ) { float3 c=float3(0,0,0); c.x = hardLight(s.x,d.x); c.y = hardLight(s.y,d.y); c.z = hardLight(s.z,d.z); return c; } float4 frag(v2f IN) : COLOR { float speed=_Time*2; float2 uv=IN.texcoord; uv=uv*(1-(_Value2*0.4))+float2(_Value2*0.2,_Value2*0.2); float4 t2 = tex2D(_MainTex2, uv); uv=uv*(1-(_Value2*0.4))+float2(_Value2*0.2,_Value2*0.2); float4 t3 = tex2D(_MainTex2, uv)*2; uv=IN.texcoord+float2(-_Value2-speed,0); float4 t4 = tex2D(_MainTex2, uv+float2(t2.r,t2.r))*0.5; float tx=t3.b; tx=lerp(0,t3.b*0.015,_Value2); float4 td = tex2D(_MainTex, IN.texcoord)*IN.color; float4 t = tex2D(_MainTex, IN.texcoord+float2(tx,tx))*IN.color; t2.a = t.a; t2.rgb = float3(t2.r/10,t2.r/1.5,t2.r); float g = (t.r+t.g+t.b)/3; float3 r = smoothstep(_Value1,_Value1+0.1,g)+.2; t.rgb=lerp(t.rgb,hardLight(g,t2.rgb)+t2.b*r*t3.b+t4.g,_Value2); return float4(t.rgb,t.a*(1-_Alpha)); } ENDCG } } Fallback "Sprites/Default" }