// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Sprites/UISpriteFX" { 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)] _RingColor("Ring Color", Color) = (0,0.3793104,1,1) [NoScaleOffset]_Ring("Ring", 2D) = "white" {} [HideInInspector]_CustomUVS("CustomUVS", Vector) = (0,0,0,0) _Vector1("Vector 1", Vector) = (0,0,0,0) [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" 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 float4 _MainTex_ST; uniform float4 _RingColor; uniform sampler2D _Ring; uniform float4 _CustomUVS; uniform float4 _Vector1; 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_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode30 = tex2D( _MainTex, uv_MainTex ); float2 appendResult54 = (float2((0.0 + (uv_MainTex.x - _CustomUVS.x) * (1.0 - 0.0) / (_CustomUVS.z - _CustomUVS.x)) , (0.0 + (uv_MainTex.y - _CustomUVS.y) * (1.0 - 0.0) / (_CustomUVS.w - _CustomUVS.y)))); float4 appendResult65 = (float4(_Vector1.x , ( _Vector1.y * _SinTime.w ) , _Vector1.z , _Vector1.w)); float4 temp_output_57_0_g9 = appendResult65; float2 temp_output_2_0_g9 = (temp_output_57_0_g9).zw; float2 temp_cast_0 = (1.0).xx; float2 temp_output_13_0_g9 = ( ( ( appendResult54 + (temp_output_57_0_g9).xy ) * temp_output_2_0_g9 ) + -( ( temp_output_2_0_g9 - temp_cast_0 ) * 0.5 ) ); float TimeVar197_g9 = _Time.y; float cos17_g9 = cos( TimeVar197_g9 ); float sin17_g9 = sin( TimeVar197_g9 ); float2 rotator17_g9 = mul( temp_output_13_0_g9 - float2( 0.5,0.5 ) , float2x2( cos17_g9 , -sin17_g9 , sin17_g9 , cos17_g9 )) + float2( 0.5,0.5 ); float4 tex2DNode97_g9 = tex2D( _Ring, rotator17_g9 ); float2 temp_cast_1 = (1.0).xx; float temp_output_115_0_g9 = step( ( (temp_output_13_0_g9).y + -0.5 ) , 0.0 ); float lerpResult125_g9 = lerp( 1.0 , ( 1.0 - tex2DNode30.a ) , ( 1.0 - temp_output_115_0_g9 )); float4 lerpResult59 = lerp( tex2DNode30 , _RingColor , (( tex2DNode97_g9 * lerpResult125_g9 * tex2DNode97_g9.a )).a); fixed4 c = lerpResult59; c.rgb *= c.a; return c; } ENDCG } } CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=14301 487;594;979;424;4561.382;933.7484;5.50167;True;False Node;AmplifyShaderEditor.TemplateShaderPropertyNode;29;-2528,-208;Float;False;_MainTex;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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