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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_PlasmaShield.shader

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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/PlasmaShield"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Size ("Size", Range(4,128)) = 4
_Color ("Tint", Color) = (1,1,1,1)
_ColorX ("Tint", Color) = (1,1,1,1)
_Offset ("Offset", Range(4,128)) = 4
_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;
float4 _Color;
float4 _ColorX;
float _Size;
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;
}
float4 rainbow(float t)
{
t=mod(t,1.0);
float tx = t * _Size;
float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);
return float4(_ColorX.r, _ColorX.g, _ColorX.b,1-r+(1.-_ColorX.a));
}
float4 plasma(float2 uv)
{
_TimeX=_Time.y;
float a = 1.1 + _TimeX * 2.25+_Offset;
float x1=2.0*uv.x;
float n = sin(a + x1) + sin(a - x1) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y);
n = mod(((5.0 + n) / 5.0), 1.0);
float3 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;
float4 sortie=plasma(i.texcoord);
sortie.a=sortie.a*alpha-_Alpha;
return sortie*i.color;
}
ENDCG
}
}
Fallback "Sprites/Default"
}