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93 lines
2.2 KiB
GLSL
93 lines
2.2 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
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/// http://unity3D.vetasoft.com/ //
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//////////////////////////////////////////////
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Shader "2DxFX/AL/EnergyBar"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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_Value1("_Value1", Range(0,1)) = 1
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_Value2("_Value2", Range(0,1)) = 1
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_Value3("_Value3", Range(0,1)) = 1
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_Value4("_Value4", Range(0,1)) = 1
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_Value5("_Value5", Range(0,1)) = 1
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_Alpha("Alpha", Range(0,1)) = 1.0
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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_BlendOp("_BlendOp",Float) = 0
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[HideInInspector]_Z("_Z", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite[_Z]
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
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sampler2D _MainTex;
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float4 _Color;
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float _Size;
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float _Value1;
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float _Value2;
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float _Value3;
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float _Value4;
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float _Value5;
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float _Alpha;
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struct Input
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{
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float2 uv_MainTex;
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float4 color;
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};
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void vert(inout appdata_full v, out Input o)
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{
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v.vertex = UnityPixelSnap(v.vertex);
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 p = IN.uv_MainTex;
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float4 c = tex2D(_MainTex,p) * IN.color;
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c.a = c.a*(1 - _Alpha);
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float2 uv = IN.uv_MainTex;
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float4 mainColor = tex2D(_MainTex, uv)* IN.color;
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float energy = smoothstep(_Value1 - _Value2,_Value1 + _Value2, uv.x);
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float xx = smoothstep(0.15 - 0.1,0.15 + 0.1, uv.x)*_Value1;
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float3 C1 = float3(1,0,0);
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float3 C2 = mainColor.rgb;
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C1 = lerp(mainColor.rgb,C1,_Value4);
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C1 = lerp(C1,mainColor.rgb,xx);
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float3 CR = lerp(C1,C2,_Value1);
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float4 CRA = float4(CR,mainColor.a);
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mainColor = lerp(CRA,mainColor - float4(_Value3,_Value3,_Value3,1 - _Value5),energy);
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mainColor.a = mainColor.a - _Alpha;
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o.Albedo = mainColor.rgb * mainColor.a;
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o.Alpha = mainColor.a;
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clip(o.Alpha - 0.05);
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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} |