Shader "Sprites/ChickenFire" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _OutlineColor ("Outline Color", Color) = (0,0,0,0) _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 One 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; }; fixed4 _Color; fixed4 _OutlineColor; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; float _Alpha; 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 input = SampleSpriteTexture (IN.texcoord); float grayscale = clamp((input.r + input.g + input.b) / 3, 0, 1); fixed4 c = ((IN.color) * grayscale) + ((_OutlineColor) * (1 - grayscale)); c *= input.a; c *= _Alpha; return c; } ENDCG } } }