// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Ice" { Properties { [HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {} [HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {} [HideInInspector] _Alpha ("Alpha", Range (0,1)) = 1.0 [HideInInspector] _Color ("Tint", Color) = (1,1,1,1) [HideInInspector] _Value1 ("_Value1", Range (0,1)) = 0 [HideInInspector] _Value2 ("_Value2", Range (0,1)) = 0 [HideInInspector] _Value3 ("_Value3", Range (0,1)) = 0 [HideInInspector] _Value4 ("_Value4", Range (0,1)) = 0 [HideInInspector] _Value5 ("_Value5", Range (0,1)) = 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 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; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } sampler2D _MainTex; sampler2D _MainTex2; float4 _Color; float _Alpha; float _Value1; float _Value2; float _Value3; float _Value4; float _Value5; float4 frag(v2f IN) : COLOR { float speed=_Value1; float2 uv=IN.texcoord; uv+=float2(0,0); uv/=8; uv/=1.4; uv-=float2(-0.022,-0.022); float tm=_Time; uv.x += floor(fmod(tm*speed, 1.0)*8)/8; uv.y += (1-floor(fmod(tm*speed/8, 1.0)*8)/8); float4 t2 = tex2D(_MainTex2, uv); t2.rgb=t2.bgg; t2.b+=0.1; uv=IN.texcoord; uv/=8; uv+=float2(-0.05,0); tm+=0.2; uv/=1.4; uv-=float2(-0.022,-0.022); uv.x += floor(fmod(tm*speed, 1.0)*8)/8; uv.y += (1-floor(fmod(tm*speed/8, 1.0)*8)/8); float4 tx= tex2D(_MainTex2, uv); tx.rgb=tx.bgg; tx.b+=0.1; t2 += tx; uv=IN.texcoord; uv/=8; uv+=float2(-0.025,-0.02); tm+=0.4; uv/=1.4; uv-=float2(-0.022,-0.022); uv.x += floor(fmod(tm*speed, 1.0)*8)/8; uv.y += (1-floor(fmod(tm*speed/8, 1.0)*8)/8); tx= tex2D(_MainTex2, uv); tx.rgb=tx.bgg; tx.b+=0.1; t2 += tx; float4 t = tex2D(_MainTex, IN.texcoord+float2(t2.g/64,t2.g/64))*IN.color; t2.a = t.a; t.rgb+=t2*_Value2; return float4(t.rgb,t.a*(1-_Alpha)); } ENDCG } } Fallback "Sprites/Default" }