Shader "Sprites/ChickenMirage" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color1 ("Top Color", Color) = (1,1,1,1) _Color ("Bottom Color", Color) = (1,1,1,1) _Speed1 ("Wobble Speed", Float) = 1 _Alpha ("Alpha", Float) = 1 [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 screenPos: TEXCOORD2; }; fixed4 _Color1; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; OUT.screenPos = ComputeScreenPos(IN.vertex); #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; float _Alpha; float _Speed1; float _AlphaSplitEnabled; fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED if (_AlphaSplitEnabled) color.a = tex2D (_AlphaTex, uv).r; #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 input1 = SampleSpriteTexture (IN.texcoord); fixed2 wobble = (IN.texcoord); wobble.x = ((wobble.x + (sin((_Time.y * _Speed1 * 3) + wobble.y * 100) / 1000) + 1)) % 1; fixed4 input2 = SampleSpriteTexture (wobble); float screenPosAdjusted = clamp((IN.screenPos.y / 30) + 0.5, 0, 1); fixed4 ColorAdjusted = ((_Color) * screenPosAdjusted) + ((_Color1) * (1 - screenPosAdjusted)); input1 *= ColorAdjusted; input2 *= ColorAdjusted; fixed4 c = (input1 + input2) / 1.5; c *= ColorAdjusted; c.a *= _Alpha; return c; } ENDCG } } }