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124 lines
2.6 KiB
Plaintext
124 lines
2.6 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/Blood"
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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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[HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {}
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_Color ("_Color", Color) = (1,1,1,1)
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_Distortion ("Distortion", Range(0,1)) = 0
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_Alpha ("Alpha", Range (0,1)) = 1.0
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_Speed ("Speed", Range (0,1)) = 1.0
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EValue ("EValue", Range (0,1)) = 1.0
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Light ("Light", Range (0,1)) = 1.0
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TurnToLiquid ("TurnToLiquid", 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 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 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 _Distortion;
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float _Alpha;
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float _Speed;
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float EValue;
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float4 _Color;
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float Light;
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float TurnToLiquid;
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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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float4 frag (v2f i) : COLOR
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{
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float2 p = i.texcoord.xy;
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float c1=1;
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float noffset=TurnToLiquid*sin(p.x*16*(TurnToLiquid+1))/2;
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float _ClipUp=1-TurnToLiquid*2;
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float Mix=TurnToLiquid+_Distortion;
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c1= saturate(((1+noffset)/(1-_ClipUp+0.04))*(1-i.texcoord.y)-noffset);
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float r=1-c1;
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float2 p2=i.texcoord.xy;
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p2.y+=TurnToLiquid-0.2;
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p2/=2/(1+Mix/8);
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float4 col2 = tex2D(_MainTex2,p2);
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col2*=Mix*20;
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p+=float2(col2.r/32,col2.g/32);
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p.x-=Mix/4;
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p.x+=noffset/4;
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p.y-=_Distortion/2.3;
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float4 col = tex2D(_MainTex,p)*i.color;
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col.rgb+=r/2;
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col.r+=col2.r/8;
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col.gb-=col2.gb/8;
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float alpha=1-((0.4+p.y)*TurnToLiquid*2);
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return float4(col.rgb,col.a*alpha*(1-_Alpha));
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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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