// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "YXZ/Effect/distort_alpha" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Alpha (A)", 2D) = "white" {} _NoiseTex ("Distort Texture (RG)", 2D) = "white" {} _Scale("Scale",float) = 1 _HeatTime ("Heat Time", float ) = 0 _ForceX ("Strength X", float) = 0.1 _ForceY ("Strength Y", float) = 0.1 _Light ("Light", Float) = 1.0 _EdgePower("_EdgePower",Range(0,1))=0.5 _Transparent("_Transparent",Range(-1,2))=0 } Category { Tags { "Queue"="Transparent" "RenderType"="Opaque" } Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off Fog { Color (1,1,1,0) } BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord: TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 uvmain : TEXCOORD1; }; fixed4 _TintColor; fixed _ForceX; fixed _ForceY; fixed _HeatTime; float4 _MainTex_ST; float4 _NoiseTex_ST; sampler2D _NoiseTex; sampler2D _MainTex; float _Light; float _Transparent; float _EdgePower; float _Scale; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color*_Light; o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); return o; } //float _BlackPointAlpha(float alpha,float level) //{ // float Diff = 1.0 - level; // return (alpha - level)/Diff; // //} fixed4 frag( v2f i ) : COLOR { //noise effect fixed4 o; fixed4 offsetColor1 = tex2D(_NoiseTex, i.uvmain * _Scale + _Time.xz*_HeatTime); fixed4 offsetColor2 = tex2D(_NoiseTex, i.uvmain * _Scale + _Time.yx*_HeatTime); fixed4 offsetColor3 = tex2D(_NoiseTex, i.uvmain * _Scale + _Time.xyzw*_HeatTime/2); //i.uvmain.x += ((offsetColor1.r + offsetColor1.r) - 1) * _ForceX; i.uvmain.x += (offsetColor3.r)*(offsetColor1.r-0.5)* _ForceX; //i.uvmain.y += ((offsetColor2.r + offsetColor2.r) - 1) * _ForceY; i.uvmain.y += (offsetColor3.r)*(offsetColor2.r-0.5)* _ForceY; o= i.color * tex2D( _MainTex, i.uvmain); o.rgb=o.rgb*_Light*_TintColor; // o.rgb*=o*_TintColor*(1.5-_AlphaPower)*_Light; float delta=_Transparent-offsetColor3.b; float temp=saturate(-delta/_EdgePower)*(offsetColor3.b+1)*_Light*o.a; // o.a*=(o.a-_Transparent); o.a=delta>0? (o.a=0):(o.a=temp); //o.a*=_BlackPointAlpha(dot(o.rgb,float3(0.3,0.59,0.11)),_AlphaPower)*(1-_AlphaPower); //o.a = 1.0f; return o; } ENDCG } } // ------------------------------------------------------------------ // Fallback for older cards and Unity non-Pro // SubShader { // Blend DstColor Zero // Pass { // Name "BASE" // SetTexture [_MainTex] { combine texture } // } // } } }