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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_PlasmaRainbow.shader

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2.4 KiB
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//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/PlasmaRainbow"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 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
[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;
float _Colors;
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 ;
}
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);
}
void surf(Input IN, inout SurfaceOutput o)
{
float alpha = tex2D(_MainTex, IN.uv_MainTex).a;
float4 c = float4(plasma(IN.uv_MainTex), alpha - _Alpha)*IN.color;
o.Albedo = c.rgb * c.a;
o.Alpha = c.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}