// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/NewTeleportation" { 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] _Distortion("_Distortion", 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 [HideInInspector] TeleportationColor ("Teleportation Color", Color) = (1,1,1,1) // 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 _Distortion; float4 TeleportationColor; float _HDR_Intensity; float _Value2; float _Fade; float4 frag(v2f IN) : COLOR { float2 uv=IN.texcoord; float4 txt1 = tex2D(_MainTex, uv); float talpha = txt1.a; float step2 = smoothstep(0.3, 1, _Fade); float4 txt2 = tex2D(_MainTex2, uv - float2(0, step2*0.4)); float4 txt2r = tex2D(_MainTex2, uv+float2(txt2.r*0.3,txt2.r*0.2)); float4 rtxt = txt2.r; rtxt.a = talpha; float3 blue = float3(0.2+txt2r.r*0.3, 0.3 + txt2r.r*0.5, 0.6 + txt2r.r)*TeleportationColor.rgb; float step1 = smoothstep( 0, 0.2, _Fade); float hdr = lerp(1, _HDR_Intensity, step1); rtxt.rgb = lerp(txt1.rgb, txt1.rgb*.25+blue, step1); step1 = smoothstep(0.1, 0.35, _Fade); rtxt.rgb = lerp(rtxt.rgb, blue *TeleportationColor.rgb + TeleportationColor.rgb, step1); step1 = smoothstep(0.35, 1.3, _Fade); float btw = smoothstep(step1, step1 + 0.01, txt2r.b); float btwa = btw; float4 txt3 = tex2D(_MainTex2, uv - float2(txt2.r*0.05*_Distortion, _Fade*2))*8; btwa += txt3.g*2; step2 = smoothstep(0.12, 1.3, _Fade); rtxt.rgb = lerp(rtxt.rgb, float3(1.65,1.65,1.65), saturate(txt3.g*step2))*hdr; btw = txt2.r*btw + (1 - step1 * 2); btw *= btwa*talpha; step1 = smoothstep(0.1, 0.6, _Fade); rtxt.a = lerp(rtxt.a, btw, step1); step1 = smoothstep(0.9, 1, _Fade); rtxt.a = lerp(rtxt.a, 0, step1); rtxt.a = saturate(rtxt.a)*(1-_Alpha); return rtxt; } ENDCG } } Fallback "Sprites/Default" }