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142 lines
3.6 KiB
Plaintext
142 lines
3.6 KiB
Plaintext
2 months ago
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//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/BreakingGlassFull"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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Glass_Size("Glass_Size", Range(0, 128)) = 35.727
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Glass_Seed("Glass_Seed", Range(1, 2)) = 1
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Glass_Displacement("Glass_Displacement", Range(-0.3, 0.3)) = 0.3
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Glass_Rotation("Glass_Rotation", Range(-1, 1)) = -0.378
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Effect_Fading("Effect_Fading", Range(0, 1)) = 1
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_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" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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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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#include "UnityCG.cginc"
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struct appdata_t{
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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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float _SpriteFade;
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float Glass_Size;
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float Glass_Seed;
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float Glass_Displacement;
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float Glass_Rotation;
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float Effect_Fading;
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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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float2 SimpleDisplacementRotativeUV(float2 uv, float4 rgba, float value, float value2)
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{
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float angle = value2 * 3.1415926;
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float dist = rgba.r;
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#define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)))
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float2 uv2 = uv+rot(float2(dist-0.5, dist-0.5));
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return lerp(uv, uv2, value);
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}
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float3 Generate_Voronoi_hash3(float2 p, float seed)
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{
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float3 q = float3(dot(p, float2(127.1, 311.7)),
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dot(p, float2(269.5, 183.3)),
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dot(p, float2(419.2, 371.9)));
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return frac(sin(q) * 43758.5453 * seed);
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}
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float4 Generate_Voronoi(float2 uv, float size,float seed, float black)
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{
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float2 p = floor(uv*size);
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float2 f = frac(uv*size);
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float k = 1.0 + 63.0*pow(1.0, 4.0);
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float va = 0.0;
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float wt = 0.0;
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for (int j = -2; j <= 2; j++)
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{
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for (int i = -2; i <= 2; i++)
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{
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float2 g = float2(float(i), float(j));
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float3 o = Generate_Voronoi_hash3(p + g, seed)*float3(1.0, 1.0, 1.0);
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float2 r = g - f + o.xy;
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float d = dot(r, r);
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float ww = pow(1.0 - smoothstep(0.0, 1.414, sqrt(d)), k);
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va += o.z*ww;
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wt += ww;
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}
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}
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float4 result = saturate(va / wt);
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result.a = saturate(result.a + black);
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return result;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _Generate_Voronoi_1 = Generate_Voronoi(i.texcoord,Glass_Size,Glass_Seed,0);
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float2 _Simple_Displacement_Rotative_1 = SimpleDisplacementRotativeUV(i.texcoord,_Generate_Voronoi_1,Glass_Displacement,Glass_Rotation);
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i.texcoord = lerp(i.texcoord,_Simple_Displacement_Rotative_1,Effect_Fading);
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float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
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float4 FinalResult = _MainTex_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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return FinalResult;
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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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