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140 lines
2.9 KiB
Plaintext
140 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/FlameAdditive"
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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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_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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// 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 One 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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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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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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// -----------------------------------------------
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float4 frag (v2f i) : COLOR
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{
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float2 uv = i.texcoord.xy;
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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=i.texcoord+offset;
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float2 uv3=i.texcoord+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 += i.texcoord.y*cos(_TimeX)/8;
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float4 t = tex2D(_MainTex, float2(uv2.x,i.texcoord.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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return t2*i.color;
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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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