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聖剣2ボス撃破っぽい
// Copyright (c) 2016 Unity Technologies
// Released under the MIT license
Shader "Sprites/Heat"
{
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
[MaterialToggle] _Enable ("Enable", Float) = 1
}
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 SpriteVert
#pragma fragment Fragm
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
float _Enable;
fixed4 Fragm(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
if (_Enable > 0)
{
fixed l = Luminance(c.rgb);
fixed t = (l + _Time.y) % 1.0;
if (t < 0.5)
{
c.rgb = lerp(fixed3(1.0, 0.0, 0.0), fixed3(1.0, 1.0, 0.0), t * 2.0);
}
else
{
c.rgb = lerp(fixed3(1.0, 1.0, 0.0), fixed3(1.0, 0.0, 0.0), (t - 0.5) * 2.0);
}
}
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
@enue

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commented Mar 16, 2018

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