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163 lines
4.5 KiB
Plaintext
163 lines
4.5 KiB
Plaintext
2 months ago
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//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/HolographicTint"
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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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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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_Hologram_Value("_Hologram_Value", Range(0, 1)) = 0.598
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_Hologram_Speed("_Hologram_Speed", Range(0, 4)) = 0.679
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_TintColor("_TintColor", COLOR) = (0,0.647059,1,1)
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_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" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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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 multi_compile _ PIXELSNAP_ON
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#include "UnityCG.cginc"
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struct appdata_t{
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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 _SpriteFade;
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float _Hologram_Value;
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float _Hologram_Speed;
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float4 _TintColor;
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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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inline float Holo1mod(float x,float modu)
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{
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return x - floor(x * (1.0 / modu)) * modu;
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}
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inline float Holo1noise(sampler2D source,float2 p)
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{
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float _TimeX = _Time.y;
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float sample = tex2D(source,float2(.2,0.2*cos(_TimeX))*_TimeX*8. + p*1.).x;
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sample *= sample;
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return sample;
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}
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inline float Holo1onOff(float a, float b, float c)
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{
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float _TimeX = _Time.y;
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return step(c, sin(_TimeX + a*cos(_TimeX*b)));
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}
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float4 Hologram(float2 uv, sampler2D source, float value, float speed)
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{
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float alpha = tex2D(source, uv).a;
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float _TimeX = _Time.y * speed;
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float2 look = uv;
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float window = 1. / (1. + 20.*(look.y - Holo1mod(_TimeX / 4., 1.))*(look.y - Holo1mod(_TimeX / 4., 1.)));
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look.x = look.x + sin(look.y*30. + _TimeX) / (50.*value)*Holo1onOff(4., 4., .3)*(1. + cos(_TimeX*80.))*window;
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float vShift = .4*Holo1onOff(2., 3., .9)*(sin(_TimeX)*sin(_TimeX*20.) + (0.5 + 0.1*sin(_TimeX*20.)*cos(_TimeX)));
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look.y = Holo1mod(look.y + vShift, 1.);
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float4 video = float4(0, 0, 0, 0);
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float4 videox = tex2D(source, look);
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video.r = tex2D(source, look - float2(.05, 0.)*Holo1onOff(2., 1.5, .9)).r;
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video.g = videox.g;
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video.b = tex2D(source, look + float2(.05, 0.)*Holo1onOff(2., 1.5, .9)).b;
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video.a = videox.a;
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video = video;
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float vigAmt = 3. + .3*sin(_TimeX + 5.*cos(_TimeX*5.));
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float vignette = (1. - vigAmt*(uv.y - .5)*(uv.y - .5))*(1. - vigAmt*(uv.x - .5)*(uv.x - .5));
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float noi = Holo1noise(source,uv*float2(0.5, 1.) + float2(6., 3.))*value * 3;
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float y = Holo1mod(uv.y*4. + _TimeX / 2. + sin(_TimeX + sin(_TimeX*0.63)), 1.);
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float start = .5;
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float end = .6;
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float inside = step(start, y) - step(end, y);
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float fact = (y - start) / (end - start)*inside;
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float f1 = (1. - fact) * inside;
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video += f1*noi;
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video += Holo1noise(source,uv*2.) / 2.;
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video.r *= vignette;
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video *= (12. + Holo1mod(uv.y*30. + _TimeX, 1.)) / 13.;
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video.a = video.a + (frac(sin(dot(uv.xy*_TimeX, float2(12.9898, 78.233))) * 43758.5453))*.5;
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video.a = (video.a*.3)*alpha*vignette * 2;
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video.a *=1.2;
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video.a *= 1.2;
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video = lerp(tex2D(source, uv), video, value);
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return video;
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}
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float4 TintRGBA(float4 txt, float4 color)
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{
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float3 tint = dot(txt.rgb, float3(.222, .707, .071));
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tint.rgb *= color.rgb;
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txt.rgb = lerp(txt.rgb,tint.rgb,color.a);
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return txt;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _Hologram_1 = Hologram(i.texcoord,_MainTex,_Hologram_Value,_Hologram_Speed);
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float4 TintRGBA_1 = TintRGBA(_Hologram_1,_TintColor);
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float4 FinalResult = TintRGBA_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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FinalResult.rgb *= FinalResult.a;
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FinalResult.a = saturate(FinalResult.a);
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return FinalResult;
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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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