////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/TurnLiquid" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} WaveX("WaveX", Range(0, 2)) = 2 WaveY("WaveY", Range(0, 2)) = 2 DistanceX("DistanceX", Range(0, 1)) = 0.3 DistanceY("DistanceY", Range(0, 1)) = 0.3 Speed("Speed", Range(-2, 2)) = 1 TurnLiquid_Value("TurnLiquid_Value", Range(0, 1)) = 1 _SpriteFade("SpriteFade", Range(0, 1)) = 1.0 // required for UI.Mask [HideInInspector]_StencilComp("Stencil Comparison", Float) = 8 [HideInInspector]_Stencil("Stencil ID", Float) = 0 [HideInInspector]_StencilOp("Stencil Operation", Float) = 0 [HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255 [HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255 [HideInInspector]_ColorMask("Color Mask", Float) = 15 } SubShader { Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } 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 #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 _SpriteFade; float WaveX; float WaveY; float DistanceX; float DistanceY; float Speed; float TurnLiquid_Value; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float2 LiquidUV(float2 p, float WaveX, float WaveY, float DistanceX, float DistanceY, float Speed) { Speed *= _Time * 100; float x = sin(p.y * 4 * WaveX + Speed); float y = cos(p.x * 4 * WaveY + Speed); x += sin(p.x)*0.1; y += cos(p.y)*0.1; x *= y; y *= x; x *= y + WaveY*8; y *= x + WaveX*8; p.x = p.x + x * DistanceX * 0.015; p.y = p.y + y * DistanceY * 0.015; return p; } float4 frag (v2f i) : COLOR { float2 LiquidUV_1 = LiquidUV(i.texcoord,WaveX,WaveY,DistanceX,DistanceY,Speed); i.texcoord = lerp(i.texcoord,LiquidUV_1,TurnLiquid_Value); float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 FinalResult = _MainTex_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; FinalResult.rgb *= FinalResult.a; FinalResult.a = saturate(FinalResult.a); return FinalResult; } ENDCG } } Fallback "Sprites/Default" }