Shader "Sprites/GlowLevels" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _AlphaIntensity_Fade_1("_AlphaIntensity_Fade_1", Range(0, 3)) = 1 _TintRGBA_Color_1("_TintRGBA_Color_1", COLOR) = (1,1,1,1) _AlphaIntensity_Fade_2("_AlphaIntensity_Fade_2", Range(0, 3)) = 1 _TintRGBA_Color_2("_TintRGBA_Color_2", COLOR) = (1,1,1,1) _OperationBlend_Fade_1("_OperationBlend_Fade_1", Range(0, 1)) = 1 _SpriteFade("SpriteFade", Range(0, 1)) = 1.0 // required for UI.Mask [HideInInspector]_StencilComp("Stencil Comparison", Float) = 8 [HideInInspector]_Stencil("Stencil ID", Float) = 0 [HideInInspector]_StencilOp("Stencil Operation", Float) = 0 [HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255 [HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255 [HideInInspector]_ColorMask("Color Mask", Float) = 15 } SubShader { Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off // required for UI.Mask Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t{ float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; float _SpriteFade; float _AlphaIntensity_Fade_1; float4 _TintRGBA_Color_1; float _AlphaIntensity_Fade_2; float4 _TintRGBA_Color_2; float _OperationBlend_Fade_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 TintRGBA(float4 txt, float4 color) { float3 tint = dot(txt.rgb, float3(.222, .707, .071)); tint.rgb *= color.rgb; txt.rgb = lerp(txt.rgb,tint.rgb,color.a); return txt; } float4 OperationBlend(float4 origin, float4 overlay, float blend) { float4 o = origin; o.a = overlay.a + origin.a * (1 - overlay.a); o.rgb = (overlay.rgb * overlay.a + origin.rgb * origin.a * (1 - overlay.a)) / (o.a+0.0000001); o.a = saturate(o.a); o = lerp(origin, o, blend); return o; } float4 AlphaIntensity(float4 txt,float fade) { if (txt.a < 1) txt.a = lerp(0, txt.a, fade); return txt; } float4 frag (v2f i) : COLOR { float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 AlphaIntensity_1 = AlphaIntensity(_MainTex_1,_AlphaIntensity_Fade_1); float4 TintRGBA_1 = TintRGBA(AlphaIntensity_1,_TintRGBA_Color_1); float4 _MainTex_2 = tex2D(_MainTex, i.texcoord); float4 AlphaIntensity_2 = AlphaIntensity(_MainTex_2,_AlphaIntensity_Fade_2); float4 TintRGBA_2 = TintRGBA(AlphaIntensity_2,_TintRGBA_Color_2); float4 OperationBlend_1 = OperationBlend(TintRGBA_2, TintRGBA_1, _OperationBlend_Fade_1); float4 FinalResult = OperationBlend_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }