////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/EnergyBar" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", 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 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 0 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_BlendOp("_BlendOp",Float) = 0 [HideInInspector]_Z("_Z", Float) = 0 } SubShader { Tags { "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite[_Z] BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows sampler2D _MainTex; float4 _Color; float _Size; float _Value1; float _Value2; float _Value3; float _Value4; float _Value5; float _Alpha; struct Input { float2 uv_MainTex; float4 color; }; void vert(inout appdata_full v, out Input o) { v.vertex = UnityPixelSnap(v.vertex); UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _Color; } void surf(Input IN, inout SurfaceOutput o) { float2 p = IN.uv_MainTex; float4 c = tex2D(_MainTex,p) * IN.color; c.a = c.a*(1 - _Alpha); float2 uv = IN.uv_MainTex; float4 mainColor = tex2D(_MainTex, uv)* IN.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; o.Albedo = mainColor.rgb * mainColor.a; o.Alpha = mainColor.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }