// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Hologram" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Size ("Size", Range(0,1)) = 0 _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 One 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 _Size; float _Distortion; float _Alpha; float4 _Color; float _TimeX; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } inline float mod(float x,float modu) { return x - floor(x * (1.0 / modu)) * modu; } inline float noise(float2 p) { _TimeX = _Time.y; float sample = tex2D(_MainTex,float2(.2,0.2*cos(_TimeX))*_TimeX*8. + p*1.).x; sample *= sample; return sample; } inline float onOff(float a, float b, float c) { _TimeX = _Time.y; return step(c, sin(_TimeX + a*cos(_TimeX*b))); } inline float ramp(float y, float start, float end) { float inside = step(start,y) - step(end,y); float fact = (y-start)/(end-start)*inside; return (1.-fact) * inside; } inline float stripes(float2 uv) { _TimeX = _Time.y; float noi = noise(uv*float2(0.5,1.) + float2(6.,3.))*_Distortion*3; return ramp(mod(uv.y*4. + _TimeX/2.+sin(_TimeX + sin(_TimeX*0.63)),1.),.5,.6)*noi; } inline float4 getVideo(float2 uv) { _TimeX = _Time.y; float2 look = uv; float window = 1./(1.+20.*(look.y-mod(_TimeX/4.,1.))*(look.y-mod(_TimeX/4.,1.))); look.x = look.x + sin(look.y*30. + _TimeX)/(50.*_Distortion)*onOff(4.,4.,.3)*(1.+cos(_TimeX*80.))*window; float vShift = .4*onOff(2.,3.,.9)*(sin(_TimeX)*sin(_TimeX*20.) + (0.5 + 0.1*sin(_TimeX*20.)*cos(_TimeX))); look.y = mod(look.y + vShift, 1.); float4 video = float4(0,0,0,0); float4 videox=tex2D(_MainTex,look); video.r = tex2D(_MainTex,look-float2(.05,0.)*onOff(2.,1.5,.9)).r; video.g = videox.g; video.b = tex2D(_MainTex,look+float2(.05,0.)*onOff(2.,1.5,.9)).b; video.a = videox.a; return video; } float4 frag (v2f i) : COLOR { _TimeX = _Time.y; float2 uv = i.texcoord.xy; float alpha = tex2D(_MainTex,uv).a; float4 video = getVideo(uv)*i.color; float vigAmt = 3.+.3*sin(_TimeX + 5.*cos(_TimeX*5.)); float vignette = (1.-vigAmt*(uv.y-.5)*(uv.y-.5))*(1.-vigAmt*(uv.x-.5)*(uv.x-.5)); video += stripes(uv); video += noise(uv*2.)/2.; video.r *= vignette; video *= (12.+mod(uv.y*30.+_TimeX,1.))/13.; video.a=video.a+(frac(sin(dot(uv.xy*_TimeX,float2(12.9898,78.233))) * 43758.5453))*.5; video.a=(video.a*.3)*alpha*vignette*2*(1-_Alpha)*i.color.a; return video; } ENDCG } } Fallback "Sprites/Default" }