// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/SandFX" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Distortion ("Distortion", 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; float _Alpha; float4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } inline float rand(float2 co){ return frac(sin(dot(co.xy,float2(12.9898,78.233))) * 43758.5453); } float4 frag (v2f i) : COLOR { float4 Alpha = tex2D(_MainTex, i.texcoord+float2(sin(i.texcoord.y*125.82*_Distortion/3)/140,sin(i.texcoord.y*31.4*_Distortion/3)/40))*i.color; float4 res=float4(0,0,0,0); float lum=dot(Alpha.rgb, float3(.222, .707, .071)); float noise=lerp(lum,rand(i.texcoord.xy),_Distortion/3); if (noise>0.6) noise=0.6; if (noise<0.3) noise=0.3; res.rgb = noise; res.r+=0.5; res.g+=0.3; res.b-=0.3; res.rgb=lerp(Alpha.rgb,res.rgb,_Distortion); return float4(res.rgb, Alpha.a*(1.0-_Alpha)); } ENDCG } } Fallback "Sprites/Default" }