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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_GoldenFX.shader

89 lines
2.2 KiB
Plaintext

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/GoldenFX"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_Distortion("Distortion", Range(0,1)) = 0
_Alpha("Alpha", Range(0,1)) = 1.0
[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
[HideInInspector]_DstBlend("_DstBlend", Float) = 0
[HideInInspector]_BlendOp("_BlendOp",Float) = 0
[HideInInspector]_Z("_Z", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite[_Z]
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
sampler2D _MainTex;
float _Distortion;
float _Alpha;
float4 _Color;
struct Input
{
float2 uv_MainTex;
float4 color;
};
void vert(inout appdata_full v, out Input o)
{
v.vertex = UnityPixelSnap(v.vertex);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color * _Color;
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 uv = IN.uv_MainTex;
float2 step = 0.004;
float4 tex = tex2D(_MainTex, uv);
float calc = 1.5 *_Distortion;
float3 texA = tex2D(_MainTex, uv + float2(-step.x, -step.y) * calc).rgb;
float3 texB = tex2D(_MainTex, uv + float2(step.x, -step.y) * calc).rgb;
float3 texC = tex2D(_MainTex, uv + float2(-step.x, step.y) * calc).rgb;
float3 texD = tex2D(_MainTex, uv + float2(step.x, step.y) * calc).rgb;
float shadeA = dot(texA, 0.333333);
float shadeB = dot(texB, 0.333333);
float shadeC = dot(texC, 0.333333);
float shadeD = dot(texD, 0.333333);
float shade = 15.0 * pow(max(abs(shadeA - shadeD), abs(shadeB - shadeC)), 0.5);
float3 col = lerp(float3(0.1, 0.18, 0.3), float3(0.4, 0.3, 0.2), shade);
tex.a = tex.a * 1 - _Alpha;
float4 r = float4(col,tex.a);
r *= IN.color;
o.Albedo = r.rgb * r.a;
o.Alpha = r.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}