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129 lines
2.4 KiB
Plaintext
129 lines
2.4 KiB
Plaintext
1 month ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
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/// http://vetasoft.store/2dxfx/ //
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//////////////////////////////////////////////
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Shader "2DxFX/Standard/Twist"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Distortion ("Distortion", Range(0,1)) = 0
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_PosX ("PosX", Range(0,1)) = 0
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_PosY ("PosY", Range(0,1)) = 0
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_Alpha ("Alpha", Range (0,1)) = 1.0
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_Color ("Color", Color) = (1,1,1,1)
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_ColorX ("ColorX", Color) = (1,1,1,1)
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// required for UI.Mask
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _Distortion;
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float _PosX;
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float _PosY;
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float4 _Color;
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float4 _ColorX;
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float _Alpha;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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float4 twist(sampler2D tex, float2 uv, float time)
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{
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float radius = 0.5;
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float2 center = float2(_PosX,_PosY);
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float2 tc = uv - center;
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float dist = length(tc);
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if (dist < radius)
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{
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float percent = (radius - dist) / radius;
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float theta = percent * percent * (2.0 * sin(time)) * 8.0;
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float s = sin(theta);
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float c = cos(theta);
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tc = float2(dot(tc, float2(c, -s)), dot(tc, float2(s, c)));
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}
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tc += center;
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float4 color = tex2D(tex, tc);
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return color;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 uv = i.texcoord;
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float4 finalColor = twist(_MainTex, uv, _Distortion)*i.color;
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finalColor.a*=(1-_Alpha);
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return finalColor;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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}
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