////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Liquify" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} [HideInInspector] _MainTex2("Pattern (RGB)", 2D) = "white" {} _Color("_Color", 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 Light("Light", Range(0,1)) = 1.0 TurnToLiquid("TurnToLiquid", 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 #pragma target 3.0 sampler2D _MainTex; sampler2D _MainTex2; float _Distortion; float _Alpha; float _Speed; float EValue; float4 _Color; float Light; float TurnToLiquid; 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; float c1 = 1; float noffset = TurnToLiquid*sin(p.x * 16 * (TurnToLiquid + 1)) / 2; float _ClipUp = 1 - TurnToLiquid * 2; c1 = saturate(((1 + noffset) / (1 - _ClipUp + 0.04))*(1 - IN.uv_MainTex.y) - noffset); float r = 1 - c1 + sin(p.x*_Distortion)*TurnToLiquid / 3 + TurnToLiquid / 2; p.y += r; float2 p2 = IN.uv_MainTex; p2.y += TurnToLiquid - 0.5; p2 /= 3; float4 col2 = tex2D(_MainTex2,p2); col2 *= TurnToLiquid * 20; p += float2(col2.r / 16,col2.g / 16); p -= TurnToLiquid; float4 col = tex2D(_MainTex,p)* IN.color; col.rgb += r / 2; col.rgb += col2.rgb / 8; float alpha = 1 - ((0.4 + p.y)*TurnToLiquid * 2); float4 c = float4(col.rgb,col.a*alpha*(1 - _Alpha)); o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }