// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Waterfall" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} [HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) Lightcolor ("Lightcolor", Color) = (1,1,1,1) _Distortion ("Distortion", Range(0,1)) = 0 _Alpha ("Alpha", Range (0,1)) = 1.0 _Speed ("Speed", Range (0,1)) = 1.0 EValue ("EValue", Range (0,1)) = 1.0 TValue ("TValue", Range (0,1)) = 1.0 Light ("Light", 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 GrabPass { "_GrabTexture" } // 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; float2 screenuv : TEXCOORD1; float4 color : COLOR; }; sampler2D _GrabTexture; sampler2D _MainTex; sampler2D _MainTex2; float _Distortion; float _Alpha; float _Speed; float EValue; float TValue; float4 _Color; float4 Lightcolor; float Light; uniform float2 _MainTex_TexelSize; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); float4 screenpos = ComputeGrabScreenPos(OUT.vertex); OUT.screenuv = screenpos.xy / screenpos.w; OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 frag (v2f i) : COLOR { float2 p = i.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) p.y = 1-p.y; #endif p = i.screenuv.xy; float2 p2 = p; float4 txt = tex2D(_MainTex,i.texcoord.xy); float2 uv=i.texcoord.xy; uv.y+=_Time*6*_Speed+txt.a*txt.r; float txt2 = tex2D(_MainTex2,uv).r; uv.y+=_Time*6.*_Speed+txt.a*txt.r; txt2 += tex2D(_MainTex2,uv).g; uv.y+=_Time*8.*_Speed+txt.a*txt.r; txt2 += tex2D(_MainTex2,uv).b; txt2 /=3.; float d=txt2.r/64; d*=_Distortion; p-=d; uv=i.texcoord.xy; uv/=6; uv.y+=_Time*4*_Speed; uv.x+=_Time*_Speed; txt2 += tex2D(_MainTex2,uv).r; d=txt2/64; p-=d; p=lerp(p2,p,_Alpha); float4 lc=lerp(float4(0,0,0,0),Lightcolor,Lightcolor.a); float4 gtxt = tex2D(_GrabTexture,p)*i.color+lc; float3 glight= float3(txt2,txt2,txt2)*Light*Lightcolor; glight+=tex2D(_MainTex,i.texcoord.xy)*Light*Lightcolor; glight+=(clamp(txt2,0.6,1)-0.6); gtxt.rgb+=glight*EValue; gtxt.rgb+=txt.r*TValue; return float4(gtxt.rgb,txt.a*_Alpha); } ENDCG } } Fallback "Sprites/Default" }