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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_CompressionFX.shader

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2.0 KiB
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//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/CompressionFX"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_Distortion("Distortion", 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;
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 rng2(float2 seed)
{
return frac(sin(dot(seed * floor(50 + (_Time + 0.1) * 12.), float2(127.1, 311.7))) * 43758.5453123);
}
float rng(float seed)
{
return rng2(float2(seed, 1.0));
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 uv = IN.uv_MainTex;
float2 blockS = floor(uv * float2(24., 19.))*4.0;
float2 blockL = floor(uv * float2(38., 14.))*4.0;
float r = rng2(uv);
float lineNoise = pow(rng2(blockS), 3.0) *_Distortion* pow(rng2(blockL), 3.0);
float4 col1 = tex2D(_MainTex, uv + float2(lineNoise * 0.02 * rng(2.0), 0))*IN.color;
float4 result;
result = float4(float3(col1.x, col1.y, col1.z), 1.0);
result.a = col1.a * 1 - _Alpha;
o.Albedo = result.rgb * result.a;
o.Alpha = result.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}