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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_DestroyedFX.shader

93 lines
2.2 KiB
Plaintext

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/DestroyedFX"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_Distortion("Distortion", Range(0,1)) = 0
_Size("Size", Range(0,1)) = 0
_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;
float4 _Color;
float _Distortion;
float _Alpha;
float _Size;
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;
}
float r(float2 c) {
return frac(43.*sin(c.x + 7.*c.y)*_Size);
}
float n(float2 p) {
float2 i = floor(p), w = p - i, j = float2 (1.,0.);
w = w*w*(3. - w - w);
return lerp(lerp(r(i), r(i + j), w.x), lerp(r(i + j.yx), r(i + 1.), w.x), w.y);
}
float a(float2 p) {
float m = 0., f = 2.;
for (int i = 0; i<9; i++) { m += n(f*p) / f; f += f; }
return m;
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 uv = IN.uv_MainTex;
float4 tex = tex2D(_MainTex, uv)* IN.color;
float t = frac(_Distortion*0.9999);
float4 c = smoothstep(t / 1.2, t + .1, a(3.5*uv));
c = tex*c;
c.r = lerp(c.r,c.r*15.0*(1 - c.a) * 8,_Distortion);
c.g = lerp(c.g,c.g*10.0*(1 - c.a) * 4,_Distortion);
c.b = lerp(c.b,c.b*5.0*(1 - c.a),_Distortion);
float4 r = float4(c.rgb,c.a * 1 - _Alpha);
o.Albedo = r.rgb * r.a;
o.Alpha = r.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}