// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Teleportation" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Distortion ("Distortion", Range(0,1)) = 0 _Alpha ("Alpha", Range (0,1)) = 1.0 _Color ("Tint", Color) = (1,1,1,1) // 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; float _Distortion; 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; } inline float rand(float2 co) { return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453 *_Time); } 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 * 6.0; float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0); return float4(1.0, 1.0, 1.0,r); } float4 plasma(float2 uv) { float2 tuv = uv; uv *= 1.0*_Distortion*10; float a = 1.1 + 20 * 2.25; float n = sin(a + 2.0 * uv.x) + sin(a - 2.0 * uv.x) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y); n = mod(((5.0 + n) / 5.0), 1.0); n += tex2D(_MainTex, tuv).r * 11.2 + tex2D(_MainTex, tuv).g * 8.4 + tex2D(_MainTex, tuv).b * 4.2; return rainbow(n); } inline float added(float2 sh, float d) { float2 rsh = sh * 0.70710638280; return 0.5 + 0.25 * cos((rsh.x + rsh.y) * d) + 0.25 * cos((rsh.x - rsh.y) * d); } float4 frag (v2f i) : COLOR { float threshold = _Distortion; float rasterPattern = added(i.texcoord.xy , 2136.2812 / _Distortion ); float4 srcPixel = tex2D(_MainTex, i.texcoord.xy); float avg = 0.2125 * srcPixel.r + 0.7154 * srcPixel.g + 0.0721 * srcPixel.b; float gray = (rasterPattern * _Distortion + avg - _Distortion) / (1.0 - _Distortion); float4 tex=tex2D(_MainTex, i.texcoord.xy); float4 noise=lerp(tex,rand(i.texcoord.xy),_Distortion); float4 sortie=plasma(i.texcoord); noise.rgb=noise.rgb+ ((1-sortie.a)*_Distortion); noise.rb*=(1-_Distortion); noise.a=(tex.a*(1-_Alpha)*(1-_Distortion)); return noise*i.color; } ENDCG } } Fallback "Sprites/Default" }