// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Custom/PlantSpriteShader" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) [HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1) [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} [PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0 _ColorStrengthFactors("ColorStrengthFactors", Vector) = (0, 1, 0, 0) _ColorStrengthExponent("ColorStrengthExponent", Float) = 5.0 _ColorOutFactors("ColorChangeFactors", Vector) = (10, -20, 9, 0) _PulsatingSpeed("PulsatingSpeed", Float) = 1.3 _PulsatingStrength("PulsatingStrength", Float) = 0.8 } 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 p_SpriteVert #pragma fragment p_SpriteFrag #pragma target 2.0 #pragma multi_compile_instancing #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #pragma multi_compile EDITOR_ON EDITOR_OFF #include "UnitySprites.cginc" struct p_v2f { fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 clipPos : SV_POSITION; float2 screenPos : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; #if EDITOR_ON float4x4 _ToMainCameraMatrix; float _CorruptionCameraScaleFactor; #endif p_v2f p_SpriteVert(appdata_t IN) { p_v2f OUT; UNITY_SETUP_INSTANCE_ID (IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.clipPos = UnityFlipSprite(IN.vertex, _Flip); OUT.clipPos = UnityObjectToClipPos(OUT.clipPos); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color * _RendererColor; #if EDITOR_ON const float2 center = (0.5, 0.5); float4 screenPos = ComputeScreenPos(mul(_ToMainCameraMatrix, IN.vertex)); screenPos.xy = screenPos.xy / screenPos.w; screenPos.xy = (screenPos.xy + center * (_CorruptionCameraScaleFactor - 1))/_CorruptionCameraScaleFactor; OUT.screenPos = screenPos.xy; #else float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(IN.vertex)); OUT.screenPos = screenPos.xy / screenPos.w; #endif //OUT.worldPos = UnityObjectToClipPos(IN.vertex); return OUT; } sampler2D _CorruptionMap; float4 _ColorStrengthFactors; float _ColorStrengthExponent; float4 _ColorOutFactors; float _PulsatingSpeed; float _PulsatingStrength; fixed4 p_SpriteFrag(p_v2f IN) : SV_Target { fixed4 color = SampleSpriteTexture (IN.texcoord) * IN.color; float corruption = tex2D(_CorruptionMap, IN.screenPos) * 3; float colorstrength = dot(_ColorStrengthFactors, color); float colorshift = max(pow(colorstrength, _ColorStrengthExponent) * corruption * (0.5 + _PulsatingStrength / 50 * (sin(_Time[1] * _PulsatingSpeed) / 2)), 0); color += colorshift * _ColorOutFactors; color.rgb *= color.a; //color.rgb = UnityObjectToClipPos(IN.localPos.xyz); return color; } #define UnitySprites #ifndef UnitySprites // UnitySprites.cginc, for reference #ifndef UNITY_SPRITES_INCLUDED #define UNITY_SPRITES_INCLUDED #include "UnityCG.cginc" #ifdef UNITY_INSTANCING_ENABLED UNITY_INSTANCING_BUFFER_START(PerDrawSprite) // SpriteRenderer.Color while Non-Batched/Instanced. UNITY_DEFINE_INSTANCED_PROP(fixed4, unity_SpriteRendererColorArray) // this could be smaller but that's how bit each entry is regardless of type UNITY_DEFINE_INSTANCED_PROP(fixed2, unity_SpriteFlipArray) UNITY_INSTANCING_BUFFER_END(PerDrawSprite) #define _RendererColor UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteRendererColorArray) #define _Flip UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteFlipArray) #endif // instancing CBUFFER_START(UnityPerDrawSprite) #ifndef UNITY_INSTANCING_ENABLED fixed4 _RendererColor; fixed2 _Flip; #endif float _EnableExternalAlpha; CBUFFER_END // Material Color. fixed4 _Color; 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 }; inline float4 UnityFlipSprite(in float3 pos, in fixed2 flip) { return float4(pos.xy * flip, pos.z, 1.0); } v2f SpriteVert(appdata_t IN) { v2f OUT; UNITY_SETUP_INSTANCE_ID (IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.vertex = UnityFlipSprite(IN.vertex, _Flip); OUT.vertex = UnityObjectToClipPos(OUT.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color * _RendererColor; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA fixed4 alpha = tex2D (_AlphaTex, uv); color.a = lerp (color.a, alpha.r, _EnableExternalAlpha); #endif return color; } fixed4 SpriteFrag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; c.rgb *= c.a; return c; } #endif // UNITY_SPRITES_INCLUDED #endif // UNITY_SPRITES ENDCG } } }