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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_EnergyBar.shader

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2.4 KiB
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/EnergyBar"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("_Color", Color) = (1,1,1,1)
_Value1 ("_Value1", Range(0,1)) = 1
_Value2 ("_Value2", Range(0,1)) = 1
_Value3 ("_Value3", Range(0,1)) = 1
_Value4 ("_Value4", Range(0,1)) = 1
_Value5 ("_Value5", Range(0,1)) = 1
_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
#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;
float4 _Color;
float _Size;
float _Value1;
float _Value2;
float _Value3;
float _Value4;
float _Value5;
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 frag (v2f i) : COLOR
{
float2 uv=i.texcoord;
float4 mainColor = tex2D(_MainTex, i.texcoord)*i.color;
float energy= smoothstep( _Value1-_Value2,_Value1+_Value2, uv.x);
float xx=smoothstep( 0.15-0.1,0.15+0.1, uv.x)*_Value1;
float3 C1 = float3(1,0,0);
float3 C2 = mainColor.rgb;
C1=lerp(mainColor.rgb,C1,_Value4);
C1=lerp(C1,mainColor.rgb,xx);
float3 CR = lerp(C1,C2,_Value1);
float4 CRA= float4(CR,mainColor.a);
mainColor= lerp(CRA,mainColor-float4(_Value3,_Value3,_Value3,1-_Value5),energy);
mainColor.a = mainColor.a-_Alpha;
return mainColor;
}
ENDCG
}
}
Fallback "Sprites/Default"
}