// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/DesintegrationFX" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Distortion ("Distortion", Range(0,1)) = 0 _ColorX ("Tint", Color) = (1,1,1,1) _Size ("Size", Range(0,1)) = 0 _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 _Distortion; float4 _Color; float4 _ColorX; float _Alpha; float _Size; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float r (float2 c) { return frac(43.*sin(c.x+7.*c.y)*_Size); } float n (float2 p) { float2 i = floor(p), w = p-i, j = float2 (1.,0.); w = w*w*(3.-w-w); return lerp(lerp(r(i), r(i+j), w.x), lerp(r(i+j.yx), r(i+1.), w.x), w.y); } float a (float2 p) { float m = 0., f = 2.; for ( int i=0; i<9; i++ ){ m += n(f*p)/f; f+=f; } return m; } float4 frag (v2f i) : COLOR { float2 uv = i.texcoord; float4 tex = tex2D(_MainTex, uv)*i.color; float t = frac(_Distortion*0.9999); float4 c= smoothstep(t/1.2, t+.1, a(3.5*uv)); c=tex*c; c.r=lerp(c.r,c.r*(1-c.a)+_ColorX.r,_Distortion); c.g=lerp(c.g,c.g*(1-c.a)+_ColorX.g,_Distortion); c.b=lerp(c.b,c.b*(1-c.a)+_ColorX.b,_Distortion); return float4(c.rgb,c.a*1-_Alpha); } ENDCG } } Fallback "Sprites/Default" }