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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_PlasmaShield.shader

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//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/PlasmaShield"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Size("Size", Range(4,128)) = 4
_Color("Tint", Color) = (1,1,1,1)
_ColorX("Tint", Color) = (1,1,1,1)
_Offset("Offset", Range(4,128)) = 4
_Alpha("Alpha", Range(0,1)) = 1.0
[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
[HideInInspector]_DstBlend("_DstBlend", Float) = 0
[HideInInspector]_BlendOp("_BlendOp",Float) = 0
[HideInInspector]_Z("_Z", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite[_Z]
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
float _Offset;
float _Alpha;
float4 _Color;
float4 _ColorX;
float _Size;
float _TimeX;
struct Input
{
float2 uv_MainTex;
float4 color;
};
void vert(inout appdata_full v, out Input o)
{
v.vertex = UnityPixelSnap(v.vertex);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color * _Color;
}
inline float mod(float x,float modu)
{
return x - floor(x * (1.0 / modu)) * modu;
}
float4 rainbow(float t)
{
t = mod(t,1.0);
float tx = t * _Size;
float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);
return float4(_ColorX.r, _ColorX.g, _ColorX.b,1 - r + (1. - _ColorX.a));
}
float4 plasma(float2 uv)
{
_TimeX=_Time.y;
float a = 1.1 + _TimeX * 2.25 + _Offset;
float x1 = 2.0*uv.x;
float n = sin(a + x1) + sin(a - x1) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y);
n = mod(((5.0 + n) / 5.0), 1.0);
float3 nx = tex2D(_MainTex, uv);
n += nx.r * 0.2 + nx.g * 0.4 + nx.b * 0.2;
return rainbow(n);
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 p = IN.uv_MainTex;
float4 c = tex2D(_MainTex,p) * IN.color;
c.a = c.a*(1 - _Alpha);
float alpha = tex2D(_MainTex, IN.uv_MainTex).a;
float4 sortie = plasma(IN.uv_MainTex);
sortie.a = sortie.a*alpha - _Alpha;
float4 col = sortie*IN.color;
o.Albedo = col.rgb * col.a;
o.Alpha = col.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}