Shader "UI/Glowy Dissolve" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 _DissolveAmount ("Dissolve Amount", Range(0, 1)) = 1 _Direction ("Direction", Range(0, 1)) = 0 [HDR] _DissolveColor ("Dissolve Color", Color) = (2,0,6,1) _DissolveColorOpacity ("Dissolve Color Opacity", Range(0, 1)) = 0.8 _EdgeWidth ("Edge Width", Range(0.001, 0.5)) = 0.08 _BlockCountX ("Block Count X", Range(1, 256)) = 40 _BlockCountY ("Block Count Y", Range(1, 256)) = 14 _GlowIntensity ("Glow Intensity", Range(0, 8)) = 1.5 _GlitchJitter ("Glitch Jitter", Range(0, 0.5)) = 0.12 _GlitchStripeIntensity ("Glitch Stripe Intensity", Range(0, 1)) = 0.2 _GlitchRgbSplit ("Glitch RGB Split", Range(0, 0.1)) = 0.015 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilOp] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend One OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP 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; float4 worldPosition : TEXCOORD1; float4 mask : TEXCOORD2; float2 localPos : TEXCOORD3; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; float _DissolveAmount; float _Direction; float4 _DissolveColor; float _DissolveColorOpacity; float _EdgeWidth; float _BlockCountX; float _BlockCountY; float _GlowIntensity; float _GlitchJitter; float _GlitchStripeIntensity; float _GlitchRgbSplit; float Hash21(float2 p) { p = frac(p * float2(123.34, 345.45)); p += dot(p, p + 34.345); return frac(p.x * p.y); } float Noise2D(float2 uv) { float2 i = floor(uv); float2 f = frac(uv); float a = Hash21(i); float b = Hash21(i + float2(1, 0)); float c = Hash21(i + float2(0, 1)); float d = Hash21(i + float2(1, 1)); float2 u = f * f * (3.0 - 2.0 * f); return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y); } v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); float4 vPosition = UnityObjectToClipPos(v.vertex); OUT.worldPosition = v.vertex; OUT.vertex = vPosition; OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.localPos = v.vertex.xy; float2 pixelSize = vPosition.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); OUT.mask = float4( v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)) ); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { float dir = step(0.5, _Direction); float2 directedUv = float2(lerp(IN.texcoord.x, 1.0 - IN.texcoord.x, dir), IN.texcoord.y); float2 blockCoord = floor(directedUv * float2(max(1.0, _BlockCountX), max(1.0, _BlockCountY))); float blockNoise = Hash21(blockCoord); float rowNoise = Hash21(float2(floor(directedUv.y * max(1.0, _BlockCountY)), floor(_DissolveAmount * 64.0))); float stripeNoise = Hash21(float2(floor(directedUv.y * max(2.0, _BlockCountY * 0.5)), 17.0)); float front = saturate(_DissolveAmount + (blockNoise - 0.5) * _GlitchJitter); float bandWidth = max(_EdgeWidth, 0.001); float edgeBand = saturate(1.0 - abs(directedUv.x - front) / bandWidth); float stripeOffset = (stripeNoise - 0.5) * _GlitchStripeIntensity * edgeBand; float2 glitchOffset = float2(((rowNoise - 0.5) * _GlitchJitter * 0.35 + stripeOffset) * edgeBand, 0.0); float2 sampleUv = IN.texcoord + glitchOffset; fixed4 baseTex; baseTex.r = tex2D(_MainTex, sampleUv + float2(_GlitchRgbSplit * edgeBand, 0)).r; baseTex.g = tex2D(_MainTex, sampleUv).g; baseTex.b = tex2D(_MainTex, sampleUv - float2(_GlitchRgbSplit * edgeBand, 0)).b; baseTex.a = tex2D(_MainTex, sampleUv).a; baseTex += _TextureSampleAdd; fixed4 color = baseTex * IN.color; float visible = step(directedUv.x, front); float edge = smoothstep(front - bandWidth, front, directedUv.x) * visible; float glowMask = edge * _DissolveColorOpacity; color.a *= visible; color.rgb = lerp(color.rgb, _DissolveColor.rgb * _GlowIntensity, glowMask); #ifdef UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color.a *= m.x * m.y; #endif #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif color.rgb *= color.a; return color; } ENDCG } } }