// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Sprites/UISpriteFX 3" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} [Header(UI Sprite Effect Layer)] _Fire("Fire", 2D) = "black" {} [NoScaleOffset][Normal]_DistortionNormalMap("Distortion Normal Map", 2D) = "bump" {} _DistortAmount("Distort Amount", Range( 0 , 1)) = 0 [NoScaleOffset]_Texture0("Texture 0", 2D) = "white" {} [NoScaleOffset]_Flow("Flow", 2D) = "white" {} [NoScaleOffset]_EnergyFlow("Energy Flow", 2D) = "white" {} [NoScaleOffset]_FlowDirection("Flow Direction", 2D) = "white" {} [NoScaleOffset]_Rotation("Rotation", 2D) = "black" {} [NoScaleOffset]_RotationMask("Rotation Mask", 2D) = "black" {} _RotationPosScale("Rotation Pos Scale", Vector) = (0,0,1,1) [NoScaleOffset]_BlendFireMask("Blend Fire Mask", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" #include "UnityStandardUtils.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; uniform fixed4 _Color; uniform float _EnableExternalAlpha; uniform sampler2D _MainTex; uniform sampler2D _AlphaTex; uniform sampler2D _Flow; uniform sampler2D _FlowDirection; uniform float4 _FlowDirection_ST; uniform float4 _MainTex_ST; uniform sampler2D _Fire; uniform sampler2D _DistortionNormalMap; uniform float4 _Fire_ST; uniform float _DistortAmount; uniform sampler2D _BlendFireMask; uniform sampler2D _Texture0; uniform sampler2D _EnergyFlow; uniform float4 _EnergyFlow_ST; uniform sampler2D _Rotation; uniform float4 _RotationPosScale; uniform sampler2D _RotationMask; v2f vert( appdata_t IN ) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); IN.vertex.xyz += float3(0,0,0) ; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA // get the color from an external texture (usecase: Alpha support for ETC1 on android) fixed4 alpha = tex2D (_AlphaTex, uv); color.a = lerp (color.a, alpha.r, _EnableExternalAlpha); #endif //ETC1_EXTERNAL_ALPHA return color; } fixed4 frag(v2f IN ) : SV_Target { float2 uv_FlowDirection = IN.texcoord.xy * _FlowDirection_ST.xy + _FlowDirection_ST.zw; float4 tex2DNode14_g583 = tex2D( _FlowDirection, uv_FlowDirection ); float2 appendResult20_g583 = (float2(tex2DNode14_g583.r , tex2DNode14_g583.g)); float TimeVar197_g583 = _SinTime.w; float2 temp_cast_0 = (TimeVar197_g583).xx; float2 temp_output_18_0_g583 = ( appendResult20_g583 - temp_cast_0 ); float4 tex2DNode72_g583 = tex2D( _Flow, temp_output_18_0_g583 ); float4 _FlowTint = float4(0,0.213793,1,1); float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 temp_output_192_0_g582 = ( tex2D( _MainTex, uv_MainTex ) * _Color ); float2 uv_Fire = IN.texcoord.xy * _Fire_ST.xy + _Fire_ST.zw; float2 MainUvs222_g582 = uv_Fire; float4 tex2DNode65_g582 = tex2D( _DistortionNormalMap, MainUvs222_g582 ); float4 appendResult82_g582 = (float4(0.0 , tex2DNode65_g582.g , 0.0 , tex2DNode65_g582.r)); float2 temp_output_84_0_g582 = (UnpackScaleNormal( appendResult82_g582 ,_DistortAmount )).xy; float2 panner179_g582 = ( MainUvs222_g582 + 1.0 * _Time.y * float2( 0,-0.1 )); float2 temp_output_71_0_g582 = ( temp_output_84_0_g582 + panner179_g582 ); float4 tex2DNode96_g582 = tex2D( _Fire, temp_output_71_0_g582 ); float2 uv_BlendFireMask232_g582 = IN.texcoord.xy; float4 temp_output_192_0_g583 = ( temp_output_192_0_g582 + ( ( tex2DNode96_g582 * tex2DNode96_g582.a * tex2D( _BlendFireMask, uv_BlendFireMask232_g582 ).g ) * (temp_output_192_0_g582).a ) ); float4 temp_output_192_0_g585 = ( ( ( tex2DNode72_g583 * tex2DNode14_g583.a ) * _FlowTint ) + temp_output_192_0_g583 ); float2 uv_EnergyFlow = IN.texcoord.xy * _EnergyFlow_ST.xy + _EnergyFlow_ST.zw; float4 tex2DNode14_g585 = tex2D( _EnergyFlow, uv_EnergyFlow ); float2 appendResult20_g585 = (float2(tex2DNode14_g585.r , tex2DNode14_g585.g)); float2 appendResult753 = (float2(_SinTime.y , _SinTime.x)); float2 temp_output_18_0_g585 = ( appendResult20_g585 - appendResult753 ); float4 tex2DNode72_g585 = tex2D( _Texture0, temp_output_18_0_g585 ); float4 temp_output_192_0_g584 = ( temp_output_192_0_g585 + ( ( ( tex2DNode72_g585 * tex2DNode14_g585.a ) * _FlowTint ) * (temp_output_192_0_g585).a ) ); float4 temp_output_57_0_g584 = _RotationPosScale; float2 temp_output_2_0_g584 = (temp_output_57_0_g584).zw; float2 temp_cast_1 = (1.0).xx; float2 temp_output_13_0_g584 = ( ( ( IN.texcoord.xy + (temp_output_57_0_g584).xy ) * temp_output_2_0_g584 ) + -( ( temp_output_2_0_g584 - temp_cast_1 ) * 0.5 ) ); float TimeVar197_g584 = _Time.y; float cos17_g584 = cos( TimeVar197_g584 ); float sin17_g584 = sin( TimeVar197_g584 ); float2 rotator17_g584 = mul( temp_output_13_0_g584 - float2( 0.5,0.5 ) , float2x2( cos17_g584 , -sin17_g584 , sin17_g584 , cos17_g584 )) + float2( 0.5,0.5 ); float4 tex2DNode97_g584 = tex2D( _Rotation, rotator17_g584 ); float2 temp_cast_2 = (1.0).xx; float temp_output_115_0_g584 = step( ( (temp_output_13_0_g584).y + -0.5 ) , 0.0 ); float lerpResult125_g584 = lerp( 1.0 , tex2D( _RotationMask, IN.texcoord.xy ).g , ( 1.0 - temp_output_115_0_g584 )); fixed4 c = ( temp_output_192_0_g584 + ( ( ( tex2DNode97_g584 * lerpResult125_g584 * tex2DNode97_g584.a ) * float4(0,0.3379312,1,1) ) * (temp_output_192_0_g584).a ) ); c.rgb *= c.a; return c; } ENDCG } } CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=14301 487;594;979;424;8846.694;3040.367;10.10963;True;False Node;AmplifyShaderEditor.CommentaryNode;534;-6118.536,-986.7712;Float;False;849.0742;480.2428;Comment;4;529;476;528;477;Base Sprite;1,1,1,1;0;0 Node;AmplifyShaderEditor.TemplateShaderPropertyNode;477;-6091.057,-930.9922;Float;True;_MainTex;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TemplateShaderPropertyNode;476;-5723.057,-706.9918;Float;False;_Color;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;528;-5835.057,-930.9922;Float;True;Property;_TextureSample4;Texture Sample 4;26;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.CommentaryNode;109;-4869.938,-992;Float;False;1023.074;537.6009;Comment;5;509;68;69;554;725;Layer 1 - 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