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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Ice.shader

127 lines
2.9 KiB
Plaintext

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/Ice"
{
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
[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;
}
void surf(Input IN, inout SurfaceOutput o)
{
float speed = _Value1;
float2 uv = IN.uv_MainTex;
uv += float2(0,0);
uv /= 8;
uv /= 1.4;
uv -= float2(-0.022,-0.022);
float tm = _Time;
uv.x += floor(fmod(tm*speed, 1.0) * 8) / 8;
uv.y += (1 - floor(fmod(tm*speed / 8, 1.0) * 8) / 8);
float4 t2 = tex2D(_MainTex2, uv);
t2.rgb = t2.bgg;
t2.b += 0.1;
uv = IN.uv_MainTex;
uv /= 8;
uv += float2(-0.05,0);
tm += 0.2;
uv /= 1.4;
uv -= float2(-0.022,-0.022);
uv.x += floor(fmod(tm*speed, 1.0) * 8) / 8;
uv.y += (1 - floor(fmod(tm*speed / 8, 1.0) * 8) / 8);
float4 tx = tex2D(_MainTex2, uv);
tx.rgb = tx.bgg;
tx.b += 0.1;
t2 += tx;
uv = IN.uv_MainTex;
uv /= 8;
uv += float2(-0.025,-0.02);
tm += 0.4;
uv /= 1.4;
uv -= float2(-0.022,-0.022);
uv.x += floor(fmod(tm*speed, 1.0) * 8) / 8;
uv.y += (1 - floor(fmod(tm*speed / 8, 1.0) * 8) / 8);
tx = tex2D(_MainTex2, uv);
tx.rgb = tx.bgg;
tx.b += 0.1;
t2 += tx;
float4 t = tex2D(_MainTex, IN.uv_MainTex + float2(t2.g / 64,t2.g / 64))*IN.color;
t2.a = t.a;
t.rgb += t2*_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"
}