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Scrolling Sprite Shader Effect
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// Unity buit-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
// modified to add scrolling lines fx, use black and white mask texture for scrollingtex. - unitycoder.com | |
Shader "Sprites/ScrollFX (ScreenSpace)" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_ScrollTex("Scroll Texture", 2D) = "white" {} | |
_Color("Tint", Color) = (1,1,1,1) | |
_ScrollColor1("ScrollColor1", Color) = (1,1,1,1) | |
_ScrollColor2("ScrollColor2", Color) = (0,0,0,0) | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
//[PerRendererData] | |
_FXScale("FXScale", Float) = 1 | |
_ScrollSpeed("Scroll Speed", Float) = 1 | |
[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 | |
} | |
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 SpriteFrag | |
#pragma target 2.0 | |
#pragma multi_compile_instancing | |
#pragma multi_compile_local _ PIXELSNAP_ON | |
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA | |
#include "UnityCG.cginc" | |
//#include "UnitySprites.cginc" | |
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
//#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; | |
float4 screenPos : TEXCOORD1; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
float4 screenPos : TEXCOORD1; | |
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.screenPos = ComputeScreenPos(OUT.vertex); | |
OUT.color = IN.color * _Color * _RendererColor; | |
#ifdef PIXELSNAP_ON | |
OUT.vertex = UnityPixelSnap(OUT.vertex); | |
#endif | |
return OUT; | |
} | |
sampler2D _MainTex; | |
sampler2D _ScrollTex; | |
sampler2D _AlphaTex; | |
float _ScrollSpeed; | |
fixed4 _ScrollColor1; | |
fixed4 _ScrollColor2; | |
float _FXScale; | |
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; | |
//fixed4 fx = tex2D(_ScrollTex, IN.texcoord2+float2(_Time.x* _ScrollSpeed,0)); | |
fixed4 fx = tex2D(_ScrollTex, _FXScale*IN.screenPos +float2(_Time.x* _ScrollSpeed,0)); | |
c.rgb *= c.a; | |
fx = lerp(_ScrollColor1, _ScrollColor2,fx.r); | |
c.rgb = lerp(fx.rgb,c.rgb,1-fx.a)*c.a; | |
return c; | |
} | |
// #endif // UNITY_SPRITES_INCLUDED | |
ENDCG | |
} | |
} | |
} |
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// Unity buit-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
// modified to add scrolling lines fx, use black and white mask texture for scrollingtex. - unitycoder.com | |
// forum topic: https://forum.unity.com/threads/can-this-2d-effect-be-created-using-shaders.1264700/ | |
Shader "Sprites/ScrollFX" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_ScrollTex("Scroll Texture", 2D) = "white" {} | |
_Color("Tint", Color) = (1,1,1,1) | |
_ScrollColor1("ScrollColor1", Color) = (1,1,1,1) | |
_ScrollColor2("ScrollColor2", Color) = (0,0,0,0) | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
_ScrollSpeed("Scroll Speed", Float) = 1 | |
[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 | |
} | |
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 SpriteFrag | |
#pragma target 2.0 | |
#pragma multi_compile_instancing | |
#pragma multi_compile_local _ PIXELSNAP_ON | |
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA | |
#include "UnityCG.cginc" | |
//#include "UnitySprites.cginc" | |
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
//#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 _ScrollTex; | |
sampler2D _AlphaTex; | |
float _ScrollSpeed; | |
fixed4 _ScrollColor1; | |
fixed4 _ScrollColor2; | |
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; | |
fixed4 fx = tex2D(_ScrollTex, IN.texcoord+float2(_Time.x* _ScrollSpeed,0)); | |
c.rgb *= c.a; | |
fx = lerp(_ScrollColor1, _ScrollColor2,fx.r); | |
c.rgb = lerp(fx.rgb,c.rgb,1-fx.a)*c.a; | |
return c; | |
} | |
// #endif // UNITY_SPRITES_INCLUDED | |
ENDCG | |
} | |
} | |
} |
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