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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_PlasmaRainbow.shader

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2.7 KiB
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/PlasmaRainbow"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Colors ("Colors", Range(4,128)) = 4
_Color ("Color", Color) = (1,1,1,1)
_Offset ("Offset", Range(4,128)) = 1
_Alpha ("Alpha", Range (0,1)) = 1.0
// required for UI.Mask
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float _Offset;
float _TimeX;
float _Alpha;
float _Colors;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
inline float mod(float x,float modu)
{
return x - floor(x * (1.0 / modu)) * modu;
}
float3 rainbow(float t)
{
t=mod(t,1.0);
float tx = t * _Colors;
float r = clamp(tx - 4.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);
float g = tx < 2.0 ? clamp(tx, 0.0, 1.0) : clamp(4.0 - tx, 0.0, 1.0);
float b = tx < 4.0 ? clamp(tx - 2.0, 0.0, 1.0) : clamp(6.0 - tx, 0.0, 1.0);
return float3(r, g, b);
}
float3 plasma(float2 uv)
{
_TimeX=_Time.y;
float a = 1.1 + _TimeX * 2.25+_Offset;
float b = 0.5 + _TimeX * 1.77+_Offset;
float c = 8.4 + _TimeX * 1.58+_Offset;
float d = 610 + _TimeX * 2.03+_Offset;
float x1 = 2.0 * uv.x;
float n = sin(a + x1) + sin(b - x1) + sin(c + 2.0 * uv.y) + sin(d + 5.0 * uv.y);
n = mod(((5.0 + n) / 5.0), 1.0);
float4 nx=tex2D(_MainTex,uv);
n += nx.r * 0.2 + nx.g * 0.4 + nx.b * 0.2;
return rainbow(n);
}
float4 frag (v2f i) : COLOR
{
float alpha = tex2D(_MainTex, i.texcoord).a;
return float4(plasma(i.texcoord), alpha-_Alpha)*i.color;
}
ENDCG
}
}
Fallback "Sprites/Default"
}