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123 lines
3.0 KiB
Plaintext
123 lines
3.0 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/TurnToInfinite"
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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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Zoom("Zoom", Range(-1, 4)) = 1
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PosX("PosX", Range(-1, 2)) = 0
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PosY("PosY", Range(-1, 2)) = 0
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Intensity("Intensity", Range(0, 4)) = 1
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Speed("Speed", Range(-10, 10)) = 1
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TurnToInfinite_Value("TurnToInfinite_Value", Range(0, 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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#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 Zoom;
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float PosX;
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float PosY;
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float Intensity;
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float Speed;
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float TurnToInfinite_Value;
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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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float2 AnimatedInfiniteZoomUV(float2 uv, float zoom2, float posx, float posy, float radius, float speed)
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{
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uv+=float2(posx,posy);
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float2 muv = uv;
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float atans = (atan2(uv.x - 0.5, uv.y - 0.5) + 3.1415) / (3.1415 * 2.);
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float time = _Time * speed*10;
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uv -= 0.5;
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uv *= (1. / pow(4., frac(time / 2.)));
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uv += 0.5;
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float2 tri = abs(1. - (uv * 2.));
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float zoom = min(pow(2., floor(-log2(tri.x))), pow(2., floor(-log2(tri.y))));
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float zoom_id = log2(zoom) + 1.;
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float div = ((pow(2., ((-zoom_id) - 1.)) * ((-2.) + pow(2., zoom_id))));
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float2 uv2 = (((uv) - (div)) * zoom);
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uv2 = lerp(muv * radius, uv2 * radius, zoom2);
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return uv2;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 AnimatedInfiniteZoomUV_1 = AnimatedInfiniteZoomUV(i.texcoord,Zoom,PosX,PosY,Intensity,Speed);
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i.texcoord = lerp(i.texcoord,AnimatedInfiniteZoomUV_1,TurnToInfinite_Value);
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float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
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float4 FinalResult = _MainTex_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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