You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
106 lines
2.5 KiB
GLSL
106 lines
2.5 KiB
GLSL
//////////////////////////////////////////////
|
|
/// 2DxFX v3 - by VETASOFT 2018 //
|
|
//////////////////////////////////////////////
|
|
|
|
|
|
//////////////////////////////////////////////
|
|
|
|
Shader "2DxFX_Extra_Shaders/CircleFade"
|
|
{
|
|
Properties
|
|
{
|
|
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
|
|
_CircleFade_PosX_1("_CircleFade_PosX_1", Range(-1, 2)) = 0.559
|
|
_CircleFade_PosY_1("_CircleFade_PosY_1", Range(-1, 2)) = 0.5
|
|
_CircleFade_Size_1("_CircleFade_Size_1", Range(-1, 1)) = 0.139
|
|
_CircleFade_Dist_1("_CircleFade_Dist_1", Range(0, 1)) = 0.2
|
|
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
|
|
|
|
// required for UI.Mask
|
|
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
|
|
[HideInInspector]_Stencil("Stencil ID", Float) = 0
|
|
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
|
|
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
|
|
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
|
|
[HideInInspector]_ColorMask("Color Mask", Float) = 15
|
|
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
|
|
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
|
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;
|
|
float _SpriteFade;
|
|
float _CircleFade_PosX_1;
|
|
float _CircleFade_PosY_1;
|
|
float _CircleFade_Size_1;
|
|
float _CircleFade_Dist_1;
|
|
|
|
v2f vert(appdata_t IN)
|
|
{
|
|
v2f OUT;
|
|
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
|
OUT.texcoord = IN.texcoord;
|
|
OUT.color = IN.color;
|
|
return OUT;
|
|
}
|
|
|
|
|
|
float4 Circle_Fade(float4 txt, float2 uv, float posX, float posY, float Size, float Smooth)
|
|
{
|
|
float2 center = float2(posX, posY);
|
|
float dist = 1.0 - smoothstep(Size, Size + Smooth, length(center - uv));
|
|
txt.a *= dist;
|
|
return txt;
|
|
}
|
|
float4 frag (v2f i) : COLOR
|
|
{
|
|
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
|
|
float4 _CircleFade_1 = Circle_Fade(_MainTex_1,i.texcoord,_CircleFade_PosX_1,_CircleFade_PosY_1,_CircleFade_Size_1,_CircleFade_Dist_1);
|
|
float4 FinalResult = _CircleFade_1;
|
|
FinalResult.rgb *= i.color.rgb;
|
|
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
|
|
return FinalResult;
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
Fallback "Sprites/Default"
|
|
}
|