// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/            //
//////////////////////////////////////////////

Shader "2DxFX/Standard/PixelDie"
{
Properties
{
[HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {}
[HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {}
[HideInInspector] _Alpha ("Alpha", Range (0,1)) = 1.0
[HideInInspector] _Color ("Tint", Color) = (1,1,1,1)
[HideInInspector] _Value1 ("_Value1", Range (0,1)) = 0
[HideInInspector] _Value2 ("_Value2", Range (0,1)) = 0
[HideInInspector] _Value3 ("_Value3", Range (0,1)) = 0
[HideInInspector] _Value4 ("_Value4", Range (0,1)) = 0
[HideInInspector] _Value5 ("_Value5", Range (0,1)) = 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 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;
};

v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;

return OUT;
}

sampler2D _MainTex;
sampler2D _MainTex2;
float4 _Color;
float _Alpha;
float _Value1;
float _Value2;
float _Value3;
float _Value4;
float _Value5;


float4 frag(v2f IN) : COLOR
{
float2 uv = IN.texcoord;
float4 t2 = tex2D(_MainTex2, float2(uv.x,uv.y));
t2.rgb= smoothstep(t2.rgb, t2.rgb+0.5, _Value1*1.2);
float r= 1 - t2.r;
float4 t = tex2D(_MainTex, float2(uv.x*r,uv.y*r));
t.a*=r;
t.b+=t2.g;
t.b+=_Value1*4;
t.rg+=(1-r)*2;

return float4(t.rgb,t.a*(1-_Alpha));
}
ENDCG
}
}
Fallback "Sprites/Default"

}