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155 lines
2.9 KiB
Plaintext
155 lines
2.9 KiB
Plaintext
2 months 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/GrassMultiFX"
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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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_Color ("_Color", Color) = (1,1,1,1)
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_Distortion ("Distortion", Range(0,1)) = 0
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_Wind ("_Wind", Range(0.0, 10.0)) = 1
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_Wind2 ("_Wind2", Range(0.0, 10.0)) = 1
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_Wind3 ("_Wind2", Range(0.0, 10.0)) = 1
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_Wind4 ("_Wind2", Range(0.0, 10.0)) = 1
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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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// 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 _Wind;
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float _Wind2;
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float _Wind3;
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float _Wind4;
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float _Alpha;
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float _Speed;
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float4 _Color;
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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 frag (v2f i) : COLOR
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{
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float2 uv = i.texcoord;
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float2 uv2 = i.texcoord+float2(0.2,0.01);
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float2 uv3 = i.texcoord+float2(0.4,0.02);
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float2 uv4 = i.texcoord+float2(0.6,0.03);
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float time=_Time*8*_Speed;
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float sn=uv.x+_Wind;
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float sy=uv.y/_Distortion;
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uv.x=abs(lerp(uv.x,sn,sy));
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uv.x=fmod(uv.x,1);
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sn=uv2.x+_Wind2;
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sy=uv2.y/_Distortion;
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uv2.x=abs(lerp(uv2.x,sn,sy));
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uv2.x=fmod(uv2.x,1);
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sn=uv3.x+_Wind3;
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sy=uv3.y/_Distortion;
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uv3.x=abs(lerp(uv3.x,sn,sy));
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uv3.x=fmod(uv3.x,1);
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sn=uv4.x+_Wind4;
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sy=uv4.y/_Distortion;
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uv4.x=abs(lerp(uv4.x,sn,sy));
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uv4.x=fmod(uv4.x,1);
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float4 r1=tex2D(_MainTex, uv)*i.color;
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float4 r2=tex2D(_MainTex, uv2)*i.color;
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float4 r3=tex2D(_MainTex, uv3)*i.color;
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float4 r4=tex2D(_MainTex, uv4)*i.color;
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r1.a-=0.01;
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r2.a-=0.01;
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r3.a-=0.01;
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r4.a-=0.01;
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r1.rgb-=0.195;
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r2.rgb-=0.130;
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r3.rgb-=0.065;
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r4.rgb-=0;
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float4 mo=r1 * (1.0 - (r2.a));
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float4 bo=r2 * r2.a;
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r1=mo+bo;
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mo=r1 * (1.0 - (r3.a));
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bo=r3 * r3.a;
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r1=mo+bo;
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mo=r1 * (1.0 - (r4.a));
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bo=r4 * r4.a;
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r1=mo+bo;
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r1.a = r1.a*1-_Alpha;
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return r1;
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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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