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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_GoldenFX.shader

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2.5 KiB
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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/GoldenFX"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("_Color", Color) = (1,1,1,1)
_Distortion ("Distortion", Range(0,1)) = 0
_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 _Distortion;
float _Alpha;
float4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float4 frag (v2f i) : COLOR
{
float2 uv = i.texcoord.xy;
float2 step = float2(0.004,0.004);
float4 tex = tex2D( _MainTex, uv);
float calc= 1.5 *_Distortion;
float3 texA = tex2D( _MainTex, uv + float2(-step.x, -step.y) * calc).rgb;
float3 texB = tex2D( _MainTex, uv + float2( step.x, -step.y) * calc).rgb;
float3 texC = tex2D( _MainTex, uv + float2(-step.x, step.y) * calc).rgb;
float3 texD = tex2D( _MainTex, uv + float2( step.x, step.y) * calc).rgb;
float shadeA = dot(texA, 0.333333);
float shadeB = dot(texB, 0.333333);
float shadeC = dot(texC, 0.333333);
float shadeD = dot(texD, 0.333333);
float shade = 15.0 * pow(max(abs(shadeA - shadeD), abs(shadeB - shadeC)), 0.5);
float3 col = lerp(float3(0.1, 0.18, 0.3), float3(0.4, 0.3, 0.2), shade);
tex.a = tex.a*1-_Alpha;
float4 r=float4(col,tex.a);
r*=i.color;
return r;
}
ENDCG
}
}
Fallback "Sprites/Default"
}