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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_EnergyBar.shader

93 lines
2.2 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/EnergyBar"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", 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
[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;
float _Size;
float _Value1;
float _Value2;
float _Value3;
float _Value4;
float _Value5;
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;
c.a = c.a*(1 - _Alpha);
float2 uv = IN.uv_MainTex;
float4 mainColor = tex2D(_MainTex, uv)* IN.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;
o.Albedo = mainColor.rgb * mainColor.a;
o.Alpha = mainColor.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}