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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Ghost.shader

88 lines
2.3 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/Ghost"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("_Color", Color) = (1,1,1,1)
_ClipLeft("Clipping Left", Range(0,1)) = 1
_ClipRight("Clipping Right", Range(0,1)) = 1
_ClipUp("Clipping Up", Range(0,1)) = 1
_ClipDown("Clipping Down", Range(0,1)) = 1
_offset("offset", 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 _Alpha;
float _offset;
float _ClipLeft;
float _ClipRight;
float _ClipUp;
float _ClipDown;
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)
{
float4 mainColor = tex2D(_MainTex, IN.uv_MainTex)*IN.color;
float alpha = mainColor.a;
float c1 = 1;
float noffset = _offset;
if (IN.uv_MainTex.y > _ClipUp) c1 = saturate(((1 + noffset) / (1 - _ClipUp))*(1 - IN.uv_MainTex.y) - noffset);
if (IN.uv_MainTex.y < 1 - _ClipDown) c1 *= saturate(((1 + noffset) / (1 - _ClipDown))*IN.uv_MainTex.y - noffset);
if (IN.uv_MainTex.x > _ClipRight) c1 *= saturate(((1 + noffset) / (1 - _ClipRight))*(1 - IN.uv_MainTex.x) - noffset);
if (IN.uv_MainTex.x < 1 - _ClipLeft) c1 *= saturate(((1 + noffset) / (1 - _ClipLeft))*IN.uv_MainTex.x - noffset);
mainColor.a = (alpha*c1) - _Alpha;
float4 c = float4(mainColor.rgb,mainColor.a);
o.Albedo = c.rgb * c.a;
o.Alpha = c.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}