////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Ghost" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("_Color", Color) = (1,1,1,1) _ClipLeft("Clipping Left", Range(0,1)) = 1 _ClipRight("Clipping Right", Range(0,1)) = 1 _ClipUp("Clipping Up", Range(0,1)) = 1 _ClipDown("Clipping Down", Range(0,1)) = 1 _offset("offset", 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 _Alpha; float _offset; float _ClipLeft; float _ClipRight; float _ClipUp; float _ClipDown; 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) { float4 mainColor = tex2D(_MainTex, IN.uv_MainTex)*IN.color; float alpha = mainColor.a; float c1 = 1; float noffset = _offset; if (IN.uv_MainTex.y > _ClipUp) c1 = saturate(((1 + noffset) / (1 - _ClipUp))*(1 - IN.uv_MainTex.y) - noffset); if (IN.uv_MainTex.y < 1 - _ClipDown) c1 *= saturate(((1 + noffset) / (1 - _ClipDown))*IN.uv_MainTex.y - noffset); if (IN.uv_MainTex.x > _ClipRight) c1 *= saturate(((1 + noffset) / (1 - _ClipRight))*(1 - IN.uv_MainTex.x) - noffset); if (IN.uv_MainTex.x < 1 - _ClipLeft) c1 *= saturate(((1 + noffset) / (1 - _ClipLeft))*IN.uv_MainTex.x - noffset); mainColor.a = (alpha*c1) - _Alpha; float4 c = float4(mainColor.rgb,mainColor.a); o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }