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139 lines
3.9 KiB
Plaintext
139 lines
3.9 KiB
Plaintext
2 months ago
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
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/// http://unity3D.vetasoft.com/ //
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//////////////////////////////////////////////
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Shader "2DxFX/AL/Liquid"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("_Color", 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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Light("Light", Range(0,1)) = 1.0
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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_BlendOp("_BlendOp",Float) = 0
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[HideInInspector]_Z("_Z", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite[_Z]
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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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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float4 _Color;
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float Light;
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struct Input
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{
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float2 uv_MainTex;
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float4 color;
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};
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void vert(inout appdata_full v, out Input o)
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{
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v.vertex = UnityPixelSnap(v.vertex);
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color;
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}
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float col(float2 coord)
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{
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float time = _Time * 10;
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float delta_theta = 0.897597901025655210989326680937;
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float col = 0.0;
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float theta = 0.0;
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float _Value = _Speed;
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float _Value2 = _Distortion;
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float _Value3 = _Distortion;
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float _Value4 = _Distortion;
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float2 adjc = coord;
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theta = delta_theta * 1;
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adjc.x += cos(theta)*time*_Value + time * _Value2;
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adjc.y -= sin(theta)*time*_Value - time * _Value3;
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col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
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theta = delta_theta * 2;
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adjc.x += cos(theta)*time*_Value + time * _Value2;
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adjc.y -= sin(theta)*time*_Value - time * _Value3;
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col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
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theta = delta_theta * 3;
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adjc.x += cos(theta)*time*_Value + time * _Value2;
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adjc.y -= sin(theta)*time*_Value - time * _Value3;
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col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
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theta = delta_theta * 4;
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adjc.x += cos(theta)*time*_Value + time * _Value2;
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adjc.y -= sin(theta)*time*_Value - time * _Value3;
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col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
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theta = delta_theta * 5;
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adjc.x += cos(theta)*time*_Value + time * _Value2;
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adjc.y -= sin(theta)*time*_Value - time * _Value3;
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col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
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theta = delta_theta * 6;
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adjc.x += cos(theta)*time*_Value + time * _Value2;
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adjc.y -= sin(theta)*time*_Value - time * _Value3;
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col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
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theta = delta_theta * 7;
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adjc.x += cos(theta)*time*_Value + time * _Value2;
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adjc.y -= sin(theta)*time*_Value - time * _Value3;
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col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
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theta = delta_theta * 8;
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adjc.x += cos(theta)*time*_Value + time * _Value2;
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adjc.y -= sin(theta)*time*_Value - time * _Value3;
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col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
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return cos(col);
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 p = IN.uv_MainTex, c1 = p, c2 = p;
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float cc1 = col(c1);
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c2.x += 8.53;
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float dx = 0.50*(cc1 - col(c2)) / 60;
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c2.x = p.x;
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c2.y += 8.53;
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float dy = 0.50*(cc1 - col(c2)) / 60;
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c1.x += dx*2.;
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c1.y = (c1.y + dy*2.);
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float alpha = 1. + dot(dx,dy) * 700 * Light;
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float ddx = dx - 0.012;
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float ddy = dy - 0.012;
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if (ddx > 0. && ddy > 0.) alpha = pow(alpha, ddx*ddy * 200000);
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c1 = lerp(p,c1,EValue);
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float4 col = tex2D(_MainTex,c1)*(alpha)* IN.color;
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float4 c = float4(col.rgb,col.a*(1 - _Alpha));
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o.Albedo = c.rgb * c.a;
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o.Alpha = c.a;
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clip(o.Alpha - 0.05);
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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}
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