Shader "BriarQueen/UI/Dissolve Blue Particles" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1, 1, 1, 1) _DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0 _EdgeWidth ("Edge Width", Range(0.001, 0.25)) = 0.06 _ParticleColor ("Particle Color", Color) = (0.15, 0.65, 1, 1) _ParticleIntensity ("Particle Intensity", Range(0, 8)) = 2.5 _ParticleDensity ("Particle Density", Range(0, 1)) = 0.82 _ParticleScale ("Particle Scale", Range(10, 250)) = 95 _ParticleDrift ("Particle Drift", Range(0, 3)) = 0.65 _NoiseScale ("Noise Scale", Range(1, 80)) = 24 _NoiseStrength ("Noise Strength", Range(0, 1)) = 0.55 [Toggle] _ReverseDirection ("Reverse Direction", Float) = 0 _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 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP struct AppData { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float _DissolveAmount; float _EdgeWidth; fixed4 _ParticleColor; float _ParticleIntensity; float _ParticleDensity; float _ParticleScale; float _ParticleDrift; float _NoiseScale; float _NoiseStrength; float _ReverseDirection; 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 ValueNoise(float2 uv) { float2 i = floor(uv); float2 f = frac(uv); float2 u = f * f * (3.0 - 2.0 * f); float a = Hash21(i); float b = Hash21(i + float2(1.0, 0.0)); float c = Hash21(i + float2(0.0, 1.0)); float d = Hash21(i + float2(1.0, 1.0)); return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y); } float DissolveNoise(float2 uv) { float n = ValueNoise(uv * _NoiseScale); n += ValueNoise(uv * _NoiseScale * 2.13 + 17.0) * 0.5; n += ValueNoise(uv * _NoiseScale * 4.07 + 43.0) * 0.25; n /= 1.75; float verticalBias = lerp(uv.y, 1.0 - uv.y, step(0.5, _ReverseDirection)); return saturate(lerp(verticalBias, n, _NoiseStrength)); } Varyings Vert(AppData input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.worldPosition = input.vertex; output.vertex = UnityObjectToClipPos(input.vertex); output.uv = input.texcoord; output.color = input.color * _Color; return output; } fixed4 Frag(Varyings input) : SV_Target { fixed4 color = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect); #endif float amount = saturate(_DissolveAmount); float dissolveNoise = DissolveNoise(input.uv); float visible = smoothstep(amount - _EdgeWidth, amount + _EdgeWidth, dissolveNoise); visible = amount <= 0.001 ? 1.0 : visible; visible = amount >= 0.999 ? 0.0 : visible; float edge = 1.0 - smoothstep(0.0, _EdgeWidth, abs(dissolveNoise - amount)); edge *= step(0.001, amount) * step(amount, 0.999); float2 particleUv = input.uv * _ParticleScale; particleUv.y += _Time.y * _ParticleDrift; particleUv.x += sin(_Time.y + input.uv.y * 12.0) * 0.35; float particles = step(_ParticleDensity, Hash21(floor(particleUv))); particles *= edge; particles *= visible; color.rgb += _ParticleColor.rgb * particles * _ParticleIntensity; color.rgb = lerp(color.rgb, _ParticleColor.rgb, edge * 0.35); color.a *= visible; #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return color; } ENDCG } } }