// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/GoldenFX" { 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; float _Distortion; float _Alpha; float4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 frag (v2f i) : COLOR { float2 uv = i.texcoord.xy; float2 step = float2(0.004,0.004); float4 tex = tex2D( _MainTex, uv); float calc= 1.5 *_Distortion; float3 texA = tex2D( _MainTex, uv + float2(-step.x, -step.y) * calc).rgb; float3 texB = tex2D( _MainTex, uv + float2( step.x, -step.y) * calc).rgb; float3 texC = tex2D( _MainTex, uv + float2(-step.x, step.y) * calc).rgb; float3 texD = tex2D( _MainTex, uv + float2( step.x, step.y) * calc).rgb; float shadeA = dot(texA, 0.333333); float shadeB = dot(texB, 0.333333); float shadeC = dot(texC, 0.333333); float shadeD = dot(texD, 0.333333); float shade = 15.0 * pow(max(abs(shadeA - shadeD), abs(shadeB - shadeC)), 0.5); float3 col = lerp(float3(0.1, 0.18, 0.3), float3(0.4, 0.3, 0.2), shade); tex.a = tex.a*1-_Alpha; float4 r=float4(col,tex.a); r*=i.color; return r; } ENDCG } } Fallback "Sprites/Default" }