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111 lines
2.5 KiB
Plaintext
111 lines
2.5 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/Flame"
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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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_MainTex2 ("Base (RGB)", 2D) = "white" {}
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_Speed("_Speed", Range(4,128)) = 4
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_Intensity("_Intensity", Range(4,128)) = 4
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_Color("_Color", Color) = (1,1,1,1)
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_Alpha("Alpha", 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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sampler2D _MainTex2;
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float _Speed;
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float _Intensity;
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float _Alpha;
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float4 _Color;
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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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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 uv = IN.uv_MainTex;
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float2 _uv = uv;
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float _TimeX=_Time*128*_Speed;
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uv -= float2(0.5,0.5);
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float2 centerUV = uv;
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float2 offset = float2(0.0, -_TimeX * 0.15);
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// flame thickness
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float2 uv2= IN.uv_MainTex +offset;
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float2 uv3= IN.uv_MainTex +offset*1.5;
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uv2.y/=16;
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uv3.y/=12;
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float flame = 1.3 - length(uv.x) * 3.0;
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float4 t3 = tex2D(_MainTex2,uv3);
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float4 t2 = tex2D(_MainTex2,uv2);
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float variationH = t3.g-t2.g;
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uv2.x += IN.uv_MainTex.y*cos(_TimeX)/8;
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float4 t = tex2D(_MainTex, float2(uv2.x, IN.uv_MainTex.y));
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flame *= smoothstep(1., variationH * _Intensity, _uv.y);
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flame = clamp(flame, 0.0, 1.0);
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flame = pow(flame, 3.);
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flame /= smoothstep(1.1, -0.1, _uv.y*t.a);
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// colors
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flame *= t.a;
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// colors
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float4 col = lerp(float4(1.0, 1., 0.0, 0.0), float4(1.0, 1.0, .6, 0.0), flame);
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col = lerp(float4(1.0, .0, 0.0, 0.0), col, smoothstep(0.0, 1.6, flame));
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col = lerp(float4(0.0, .0, 1.0, 0.0), col, smoothstep(0.0, 0.7, flame));
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t2=col*1.2;
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t2.a = t2.r*flame*_Alpha;
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t2.rgb= t2*IN.color;
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o.Albedo = t2.rgb * t2.a;
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o.Alpha = t2.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 "Sprites/Default"
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}
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