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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Frozen.shader

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2.9 KiB
Plaintext

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/Frozen"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Pattern (RGB)", 2D) = "white" {}
[HideInInspector] _Alpha("Alpha", Range(0,1)) = 1.0
[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
[HideInInspector] _Value1("_Value1", Range(0,1)) = 0
[HideInInspector] _Value2("_Value2", Range(0,1)) = 0
[HideInInspector] _Value3("_Value3", Range(0,1)) = 0
[HideInInspector] _Value4("_Value4", Range(0,1)) = 0
[HideInInspector] _Value5("_Value5", Range(0,1)) = 0
_Color("Tint", Color) = (1,1,1,1)
[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;
sampler2D _MainTex2;
float4 _Color;
float _Alpha;
float _Value1;
float _Value2;
float _Value3;
float _Value4;
float _Value5;
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 hardLight(float s, float d)
{
return (s < 0.5) ? 2.0 * s * d : 1.0 - 2.0 * (1.0 - s) * (1.0 - d);
}
float3 hardLight(float3 s, float3 d)
{
float3 c;
c.x = hardLight(s.x,d.x);
c.y = hardLight(s.y,d.y);
c.z = hardLight(s.z,d.z);
return c;
}
void surf(Input IN, inout SurfaceOutput o)
{
float speed = _Time * 2;
float2 uv = IN.uv_MainTex;
uv = uv*(1 - (_Value2*0.4)) + float2(_Value2*0.2,_Value2*0.2);
float4 t2 = tex2D(_MainTex2, uv);
uv = uv*(1 - (_Value2*0.4)) + float2(_Value2*0.2,_Value2*0.2);
float4 t3 = tex2D(_MainTex2, uv) * 2;
uv = IN.uv_MainTex + float2(-_Value2 - speed,0);
float4 t4 = tex2D(_MainTex2, uv + float2(t2.r,t2.r))*0.5;
float tx = t3.b;
tx = lerp(0,t3.b*0.015,_Value2);
float4 td = tex2D(_MainTex, IN.uv_MainTex)*IN.color;
float4 t = tex2D(_MainTex, IN.uv_MainTex + float2(tx,tx))*IN.color;
t2.a = t.a;
t2.rgb = float3(t2.r / 10,t2.r / 1.5,t2.r);
float3 g = (t.r + t.g + t.b) / 3;
float3 r = smoothstep(_Value1,_Value1 + 0.1,g) + .2;
t.rgb = lerp(t.rgb,hardLight(g,t2.rgb) + t2.b*r*t3.b + t4.g,_Value2);
float4 c = float4(t.rgb,t.a*(1 - _Alpha));
o.Albedo = c.rgb * c.a;
o.Alpha = c.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}