// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Liquify" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} [HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Distortion ("Distortion", Range(0,1)) = 0 _Alpha ("Alpha", Range (0,1)) = 1.0 _Speed ("Speed", Range (0,1)) = 1.0 EValue ("EValue", Range (0,1)) = 1.0 Light ("Light", Range (0,1)) = 1.0 TurnToLiquid ("TurnToLiquid", 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; sampler2D _MainTex2; float _Distortion; float _Alpha; float _Speed; float EValue; float4 _Color; float Light; float TurnToLiquid; 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 p = i.texcoord.xy; float c1=1; float noffset=TurnToLiquid*sin(p.x*16*(TurnToLiquid+1))/2; float _ClipUp=1-TurnToLiquid*2; c1= saturate(((1+noffset)/(1-_ClipUp+0.04))*(1-i.texcoord.y)-noffset); float r=1-c1+sin(p.x*_Distortion)*TurnToLiquid/3+TurnToLiquid/2; p.y+=r; float2 p2=i.texcoord.xy; p2.y+=TurnToLiquid-0.5; p2/=3; float4 col2 = tex2D(_MainTex2,p2); col2*=TurnToLiquid*20; p+=float2(col2.r/16,col2.g/16); p-=TurnToLiquid; float4 col = tex2D(_MainTex,p)*i.color; col.rgb+=r/2; col.rgb+=col2.rgb/8; float alpha=1-((0.4+p.y)*TurnToLiquid*2); return float4(col.rgb,col.a*alpha*(1-_Alpha)); } ENDCG } } Fallback "Sprites/Default" }