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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_4Gradients.shader

102 lines
2.1 KiB
Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/4Gradients"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("_Color", Color) = (1,1,1,1)
_Color1 ("_Color1", Color) = (1,1,1,1)
_Color2 ("_Color2", Color) = (1,1,1,1)
_Color3 ("_Color3", Color) = (1,1,1,1)
_Color4 ("_Color4", Color) = (1,1,1,1)
_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;
float4 _Color1;
float4 _Color2;
float4 _Color3;
float4 _Color4;
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
{
float4 c = tex2D(_MainTex,i.texcoord)*i.color;
float alpha = c.a;
float2 uv=i.texcoord.xy;
float4 colorA = lerp(_Color3,_Color4,uv.x*1.3);
float4 colorB = lerp(_Color1,_Color2,uv.x*1.3);
float4 colorC = lerp(colorA,colorB,uv.y*1.3);
c = lerp(c,colorC,colorC.a);
c.a= (alpha)-_Alpha;
return c;
}
ENDCG
}
}
Fallback "Sprites/Default"
}