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- // 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"
- }
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