// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Twist" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Distortion ("Distortion", Range(0,1)) = 0 _PosX ("PosX", Range(0,1)) = 0 _PosY ("PosY", Range(0,1)) = 0 _Alpha ("Alpha", Range (0,1)) = 1.0 _Color ("Color", Color) = (1,1,1,1) _ColorX ("ColorX", 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 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 _Distortion; float _PosX; float _PosY; float4 _Color; float4 _ColorX; float _Alpha; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 twist(sampler2D tex, float2 uv, float time) { float radius = 0.5; float2 center = float2(_PosX,_PosY); float2 tc = uv - center; float dist = length(tc); if (dist < radius) { float percent = (radius - dist) / radius; float theta = percent * percent * (2.0 * sin(time)) * 8.0; float s = sin(theta); float c = cos(theta); tc = float2(dot(tc, float2(c, -s)), dot(tc, float2(s, c))); } tc += center; float4 color = tex2D(tex, tc); return color; } float4 frag (v2f i) : COLOR { float2 uv = i.texcoord; float4 finalColor = twist(_MainTex, uv, _Distortion)*i.color; finalColor.a*=(1-_Alpha); return finalColor; } ENDCG } } Fallback "Sprites/Default" }