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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_4Gradients.shader

91 lines
1.8 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/4Gradients"
{
Properties
{
[HideInInspector] _MainTex("Sprite Texture", 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)
[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
[HideInInspector]_DstBlend("_DstBlend", Float) = 0
[HideInInspector]_BlendOp("_BlendOp",Float) = 0
[HideInInspector]_Z("_Z", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite [_Z]
BlendOp [_BlendOp]
Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
sampler2D _MainTex;
float4 _Color;
float4 _Color1;
float4 _Color2;
float4 _Color3;
float4 _Color4;
float _Alpha;
struct Input
{
float2 uv_MainTex;
float4 color;
};
void vert(inout appdata_full v, out Input o)
{
v.vertex = UnityPixelSnap(v.vertex);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color * _Color;
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 p = IN.uv_MainTex;
float4 c = tex2D(_MainTex,p) * IN.color;
float alpha = c.a;
float4 colorA = lerp(_Color3,_Color4,p.x*1.3);
float4 colorB = lerp(_Color1,_Color2,p.x*1.3);
float4 colorC = lerp(colorA,colorB,p.y*1.3);
c = lerp(c,colorC, colorC.a);
c.a *= alpha;
c.a *= (1 - _Alpha);
o.Albedo = c.rgb * c.a;
o.Alpha = c.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Sprites-Defaultt"
}