// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/CompressionFX" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Distortion ("Distortion", Range(0,1)) = 0 _Alpha ("Alpha", 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 // 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; float4 _Color; float _Distortion; float _Alpha; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float rng2(float2 seed) { return frac(sin(dot(seed * floor(50+(_Time+0.1) * 12.), float2(127.1,311.7))) * 43758.5453123); } float rng(float seed) { return rng2(float2(seed, 1.0)); } float4 frag (v2f i) : COLOR { float2 uv = i.texcoord.xy; float2 blockS = floor(uv * float2(24., 19.))*4.0; float2 blockL = floor(uv * float2(38., 14.))*4.0; float r = rng2(uv); float lineNoise = pow(rng2(blockS), 3.0) *_Distortion* pow(rng2(blockL), 3.0); float4 col1 = tex2D(_MainTex, uv + float2(lineNoise * 0.02 * rng(2.0), 0))*i.color; float4 result= float4(float3(col1.x, col1.y, col1.z), 1.0); result.a = col1.a*1-_Alpha; return result; } ENDCG } } Fallback "Sprites/Default" }