// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/PlasmaShield" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Size ("Size", Range(4,128)) = 4 _Color ("Tint", Color) = (1,1,1,1) _ColorX ("Tint", Color) = (1,1,1,1) _Offset ("Offset", Range(4,128)) = 4 _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 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 _Offset; float _TimeX; float _Alpha; float4 _Color; float4 _ColorX; float _Size; 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; } float4 rainbow(float t) { t=mod(t,1.0); float tx = t * _Size; float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0); return float4(_ColorX.r, _ColorX.g, _ColorX.b,1-r+(1.-_ColorX.a)); } float4 plasma(float2 uv) { _TimeX=_Time.y; float a = 1.1 + _TimeX * 2.25+_Offset; float x1=2.0*uv.x; float n = sin(a + x1) + sin(a - x1) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y); n = mod(((5.0 + n) / 5.0), 1.0); float3 nx=tex2D(_MainTex, uv); n += nx.r * 0.2 + nx.g * 0.4 + nx.b * 0.2; return rainbow(n); } float4 frag (v2f i) : COLOR { float alpha = tex2D(_MainTex, i.texcoord).a; float4 sortie=plasma(i.texcoord); sortie.a=sortie.a*alpha-_Alpha; return sortie*i.color; } ENDCG } } Fallback "Sprites/Default" }