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PlumberUltimateAds/Assets/2DxFX/ExtraShaders/Shader/PixelGravityDie.shader

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Squashed commit of the following: commit 761fe0f0e39341baeea362d1a24b85307c6533bf Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 17:30:04 2024 +0500 Fixed some spash issues commit a29c5d792ee1e70828ca21d11b1d0e8b57194d3b Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 16:57:44 2024 +0500 Fixed Splash issue commit 4000ab25110d0593dfe5ad5eea81a4109a744464 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 16:00:08 2024 +0500 fixed spalsh issue commit df377a68259ee183783ce1d898258a26e9f7e6de Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 00:59:51 2024 +0500 Reapply "Fixed Splash Animation" This reverts commit b13733598e066c087cc1835f0e566d9fc6e4ebb3. commit b13733598e066c087cc1835f0e566d9fc6e4ebb3 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 00:39:51 2024 +0500 Revert "Fixed Splash Animation" This reverts commit 7ca6548075765db1bc2f62015ffec7fecb6235de. commit 7ca6548075765db1bc2f62015ffec7fecb6235de Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 16 17:19:40 2024 +0500 Fixed Splash Animation commit ec93b630739611fe012cd30c081421d4f63f3395 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 16 16:52:15 2024 +0500 Added New Pipes commit 47925d7b4d767d72f41a8e24b2728645a6444771 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 18:08:10 2024 +0500 Some indentation commit 0c342ac10c38154817b2e11f05821b0f1a1ea674 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 18:07:14 2024 +0500 Increased Level Cell Size commit f3a7e3ed5a1ae97a6aae36cd9e1c87f206a1488c Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 18:02:58 2024 +0500 Revert "Increased Cell size" This reverts commit 6e4c1672ba8e63276cfe45afed9af56abb7668de. commit 6e4c1672ba8e63276cfe45afed9af56abb7668de Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 17:48:28 2024 +0500 Increased Cell size commit dce666657f57307688c7633084330aec07052f78 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 17:36:13 2024 +0500 Added Ranked Up Screen commit d4883314781598c9a3444930ac0a956b1b088890 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 14:13:54 2024 +0500 Added new Level Complete Screen commit 1ef6d7cf34773c89b12723f99e26b6aa6043745a Author: TG9six <totalgamer.tg.x@gmail.com> Date: Mon Oct 14 12:04:04 2024 +0400 UI improved Level selection change anchoring improved commit ea8f9899e856e021978159125a8e782bd0cf3a53 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 21:05:40 2024 +0500 All UI Done commit d656fb09a601bc57f1e6d004b83256ce26e59d97 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 19:15:22 2024 +0500 Added Level Screen commit f131e38a6b7ea830ae6816df16d148bbf3847dcd Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 17:13:26 2024 +0500 Gameplay UI Done commit a695895c90522a7208abfa9edc07040021362799 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 16:36:09 2024 +0500 Added all gameplay UI commit ab259bf005c7dc1bf01cc334da9b5dd701818496 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 11:21:47 2024 +0500 Added Level Type Selection Screen commit 8cebd78cfeec4fea53a38687d8c244c8ff08f15b Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 10 21:33:27 2024 +0500 Added RateUs commit 901e44afafb7b0bca1209df744d9a0be1012cd0b Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 10 20:56:50 2024 +0500 Before addiung unity figma bridge commit bdc01bcb186e1714d5b7efa061418e979b926312 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 10 19:36:39 2024 +0500 Added Settings menu commit 85b53482054a0f4831dc62ca805dbc8a96e474e5 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 9 19:13:39 2024 +0500 Added Main Menu Screen commit a80c82c82f91563ea3a06a5d7cb4219dc9520b14 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 9 17:26:31 2024 +0500 Added new main menu UI commit 833a599da1496f33d46bd2f32457ad2b16f6bd9d Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 9 13:22:52 2024 +0500 Added MainMenu Animation
5 days ago
//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/PixelGravityDie"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
PixelUV_Size("PixelUV_Size", Range(1, 128)) = 128
Pixel_Fade("Pixel_Fade", Range(0, 1)) = 1
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float _SpriteFade;
float PixelUV_Size;
float Pixel_Fade;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float2 SimpleDisplacementRotativeUV(float2 uv, float4 rgba, float value, float value2)
{
float angle = value2 * 3.1415926;
float dist = rgba.r;
#define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)))
float2 uv2 = uv+rot(float2(dist-0.5, dist-0.5));
return lerp(uv, uv2, value);
}
float2 ResizeUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy)
{
uv += float2(offsetx, offsety);
uv = fmod(uv * float2(zoomx*zoomx, zoomy*zoomy), 1);
return uv;
}
float2 ResizeUVClamp(float2 uv, float offsetx, float offsety, float zoomx, float zoomy)
{
uv += float2(offsetx, offsety);
uv = fmod(clamp(uv * float2(zoomx*zoomx, zoomy*zoomy), 0.0001, 0.9999), 1);
return uv;
}
float4 Generate_Noise(float2 co, float black)
{
float4 r = frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
r.a = saturate(r.a + black);
return r;
}
float2 PixelUV(float2 uv, float x)
{
uv = floor(uv * x + 0.5) / x;
return uv;
}
float4 frag (v2f i) : COLOR
{
float2 ResizeUV_1 = ResizeUVClamp(i.texcoord,0,-0.159,1,3);
float2 PixelUV_1 = PixelUV(i.texcoord,PixelUV_Size);
float4 _Generate_Noise_1 = Generate_Noise(PixelUV_1,0);
float2 _Simple_Displacement_Rotative_1 = SimpleDisplacementRotativeUV(ResizeUV_1,_Generate_Noise_1,0.3,0.232);
i.texcoord = lerp(i.texcoord,_Simple_Displacement_Rotative_1,Pixel_Fade);
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
float4 FinalResult = _MainTex_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
FinalResult.rgb *= FinalResult.a;
FinalResult.a = saturate(FinalResult.a);
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}