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153 lines
3.2 KiB
Plaintext
153 lines
3.2 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/Waterfall"
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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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[HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {}
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_Color ("_Color", Color) = (1,1,1,1)
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Lightcolor ("Lightcolor", Color) = (1,1,1,1)
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_Distortion ("Distortion", Range(0,1)) = 0
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_Alpha ("Alpha", Range (0,1)) = 1.0
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_Speed ("Speed", Range (0,1)) = 1.0
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EValue ("EValue", Range (0,1)) = 1.0
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TValue ("TValue", Range (0,1)) = 1.0
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Light ("Light", Range (0,1)) = 1.0
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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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GrabPass { "_GrabTexture" }
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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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float2 screenuv : TEXCOORD1;
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float4 color : COLOR;
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};
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sampler2D _GrabTexture;
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sampler2D _MainTex;
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sampler2D _MainTex2;
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float _Distortion;
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float _Alpha;
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float _Speed;
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float EValue;
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float TValue;
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float4 _Color;
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float4 Lightcolor;
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float Light;
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uniform float2 _MainTex_TexelSize;
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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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float4 screenpos = ComputeGrabScreenPos(OUT.vertex);
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OUT.screenuv = screenpos.xy / screenpos.w;
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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 frag (v2f i) : COLOR
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{
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float2 p = i.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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p.y = 1-p.y;
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#endif
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p = i.screenuv.xy;
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float2 p2 = p;
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float4 txt = tex2D(_MainTex,i.texcoord.xy);
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float2 uv=i.texcoord.xy;
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uv.y+=_Time*6*_Speed+txt.a*txt.r;
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float txt2 = tex2D(_MainTex2,uv).r;
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uv.y+=_Time*6.*_Speed+txt.a*txt.r;
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txt2 += tex2D(_MainTex2,uv).g;
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uv.y+=_Time*8.*_Speed+txt.a*txt.r;
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txt2 += tex2D(_MainTex2,uv).b;
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txt2 /=3.;
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float d=txt2.r/64;
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d*=_Distortion;
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p-=d;
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uv=i.texcoord.xy;
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uv/=6;
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uv.y+=_Time*4*_Speed;
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uv.x+=_Time*_Speed;
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txt2 += tex2D(_MainTex2,uv).r;
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d=txt2/64;
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p-=d;
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p=lerp(p2,p,_Alpha);
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float4 lc=lerp(float4(0,0,0,0),Lightcolor,Lightcolor.a);
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float4 gtxt = tex2D(_GrabTexture,p)*i.color+lc;
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float3 glight= float3(txt2,txt2,txt2)*Light*Lightcolor;
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glight+=tex2D(_MainTex,i.texcoord.xy)*Light*Lightcolor;
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glight+=(clamp(txt2,0.6,1)-0.6);
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gtxt.rgb+=glight*EValue;
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gtxt.rgb+=txt.r*TValue;
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return float4(gtxt.rgb,txt.a*_Alpha);
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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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