Shader "CompassNavigatorPro/Sprite Curved" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [HideInInspector] _FXData ("FX Data", Vector) = (0,0,0,0) } 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 target 2.0 #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" 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; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; float4 _FXData; v2f vert(appdata_t IN) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); // Get screen position float4 pos = UnityObjectToClipPos(IN.vertex); float4 screenPos = ComputeScreenPos(pos); pos.y -= sin(screenPos.x * 3.1415927) * _FXData.x; OUT.texcoord = IN.texcoord; float distToEdge = _FXData.y - abs(screenPos.x - 0.5) * 2 + 0.001; float fadeOut = saturate((distToEdge - _FXData.w) / (_FXData.z + 0.0001)); OUT.color = IN.color * _Color; OUT.color.a *= fadeOut; #ifdef PIXELSNAP_ON pos = UnityPixelSnap (pos); #endif OUT.vertex = pos; return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA // get the color from an external texture (usecase: Alpha support for ETC1 on android) color.a = tex2D (_AlphaTex, uv).r; #endif //ETC1_EXTERNAL_ALPHA return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }