// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/GrassMultiFX" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Distortion ("Distortion", Range(0,1)) = 0 _Wind ("_Wind", Range(0.0, 10.0)) = 1 _Wind2 ("_Wind2", Range(0.0, 10.0)) = 1 _Wind3 ("_Wind2", Range(0.0, 10.0)) = 1 _Wind4 ("_Wind2", Range(0.0, 10.0)) = 1 _Alpha ("Alpha", Range (0,1)) = 1.0 _Speed ("Speed", 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 _Wind; float _Wind2; float _Wind3; float _Wind4; float _Alpha; float _Speed; 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; float2 uv2 = i.texcoord+float2(0.2,0.01); float2 uv3 = i.texcoord+float2(0.4,0.02); float2 uv4 = i.texcoord+float2(0.6,0.03); float time=_Time*8*_Speed; float sn=uv.x+_Wind; float sy=uv.y/_Distortion; uv.x=abs(lerp(uv.x,sn,sy)); uv.x=fmod(uv.x,1); sn=uv2.x+_Wind2; sy=uv2.y/_Distortion; uv2.x=abs(lerp(uv2.x,sn,sy)); uv2.x=fmod(uv2.x,1); sn=uv3.x+_Wind3; sy=uv3.y/_Distortion; uv3.x=abs(lerp(uv3.x,sn,sy)); uv3.x=fmod(uv3.x,1); sn=uv4.x+_Wind4; sy=uv4.y/_Distortion; uv4.x=abs(lerp(uv4.x,sn,sy)); uv4.x=fmod(uv4.x,1); float4 r1=tex2D(_MainTex, uv)*i.color; float4 r2=tex2D(_MainTex, uv2)*i.color; float4 r3=tex2D(_MainTex, uv3)*i.color; float4 r4=tex2D(_MainTex, uv4)*i.color; r1.a-=0.01; r2.a-=0.01; r3.a-=0.01; r4.a-=0.01; r1.rgb-=0.195; r2.rgb-=0.130; r3.rgb-=0.065; r4.rgb-=0; float4 mo=r1 * (1.0 - (r2.a)); float4 bo=r2 * r2.a; r1=mo+bo; mo=r1 * (1.0 - (r3.a)); bo=r3 * r3.a; r1=mo+bo; mo=r1 * (1.0 - (r4.a)); bo=r4 * r4.a; r1=mo+bo; r1.a = r1.a*1-_Alpha; return r1; } ENDCG } } Fallback "Sprites/Default" }