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5
Question by Rick74 · May 17, 2014 at 10:25 PM · shader2d sprites

Shader to flash a 2d sprite to white?

Can anyone direct me towards a simple shader that is mobile friendly that can bloom a 2d sprite to white?

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Answer by Yword · Jun 05, 2014 at 10:07 AM

Here is a modified shader from the Unity built-in Sprites-Default shader, which includes the flash color and flash amount properties.

 Shader "Sprites/DefaultColorFlash"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
         _FlashColor ("Flash Color", Color) = (1,1,1,1)
         _FlashAmount ("Flash Amount",Range(0.0,1.0)) = 0.0
         [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
     }
 
     SubShader
     {
         Tags
         { 
             "Queue"="Transparent" 
             "IgnoreProjector"="True" 
             "RenderType"="Transparent" 
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
 
         Cull Off
         Lighting Off
         ZWrite Off
         Fog { Mode Off }
         Blend One OneMinusSrcAlpha
 
         Pass
         {
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile DUMMY 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;
                 half2 texcoord  : TEXCOORD0;
             };
             
             fixed4 _Color;
             fixed4 _FlashColor;
             float _FlashAmount;
 
             v2f vert(appdata_t IN)
             {
                 v2f OUT;
                 OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                 OUT.texcoord = IN.texcoord;
                 OUT.color = IN.color * _Color;
                 #ifdef PIXELSNAP_ON
                 OUT.vertex = UnityPixelSnap (OUT.vertex);
                 #endif
 
                 return OUT;
             }
 
             sampler2D _MainTex;
 
             fixed4 frag(v2f IN) : COLOR
             {
                 fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
                 c.rgb = lerp(c.rgb,_FlashColor.rgb,_FlashAmount);
                 c.rgb *= c.a;
             
                 return c;
             }
         ENDCG
         }
     }
 }
 
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avatar image ArchAngelus · Aug 06, 2014 at 12:07 AM 0
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This works great! Thanks Yword!

avatar image TutiBueno2 · Jul 09, 2015 at 04:57 PM 0
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Works like a charm!

avatar image Rick74 · Apr 10, 2016 at 11:51 PM 0
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Just noticed this, thanks for the answer!

avatar image MIC_DTU · Nov 11, 2016 at 12:42 AM 0
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Thank you!

avatar image briosh · Jul 19, 2017 at 07:09 PM 0
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Thank you! $$anonymous$$ust use in every 2D game!

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Answer by deathripper · Sep 25, 2020 at 03:57 AM

Would it be possible to modify this shader so you could have a black outline around the sprite?

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avatar image MihkelT · Dec 03, 2020 at 01:18 PM 0
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Here a guy is writing 1 pixel sharp edges outline shader. Not great if you want 3d or soft edges: https://www.youtube.com/watch?v=vqDOirux0Es&t=289s&ab_channel=DapperDino

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