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125 lines
2.9 KiB
Plaintext
125 lines
2.9 KiB
Plaintext
2 months ago
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//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/Plasma"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_PlasmaFX_Fade_1("_PlasmaFX_Fade_1", Range(0, 1)) = 0.5
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_PlasmaFX_Speed_1("_PlasmaFX_Speed_1", Range(0, 1)) = 0.5
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_ColorMask("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _SpriteFade;
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float _PlasmaFX_Fade_1;
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float _PlasmaFX_Speed_1;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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inline float RBFXmod(float x,float modu)
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{
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return x - floor(x * (1.0 / modu)) * modu;
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}
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float3 RBFXrainbow(float t)
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{
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t= RBFXmod(t,1.0);
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float tx = t * 8;
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float r = clamp(tx - 4.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);
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float g = tx < 2.0 ? clamp(tx, 0.0, 1.0) : clamp(4.0 - tx, 0.0, 1.0);
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float b = tx < 4.0 ? clamp(tx - 2.0, 0.0, 1.0) : clamp(6.0 - tx, 0.0, 1.0);
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return float3(r, g, b);
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}
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float4 Plasma(float4 txt, float2 uv, float _Fade, float speed)
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{
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float _TimeX=_Time.y * speed;
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float a = 1.1 + _TimeX * 2.25;
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float b = 0.5 + _TimeX * 1.77;
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float c = 8.4 + _TimeX * 1.58;
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float d = 610 + _TimeX * 2.03;
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float x1 = 2.0 * uv.x;
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float n = sin(a + x1) + sin(b - x1) + sin(c + 2.0 * uv.y) + sin(d + 5.0 * uv.y);
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n = RBFXmod(((5.0 + n) / 5.0), 1.0);
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float4 nx=txt;
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n += nx.r * 0.2 + nx.g * 0.4 + nx.b * 0.2;
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float4 ret=float4(RBFXrainbow(n),txt.a);
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return lerp(txt,ret,_Fade);
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
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float4 _PlasmaFX_1 = Plasma(_MainTex_1,i.texcoord,_PlasmaFX_Fade_1,_PlasmaFX_Speed_1);
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float4 FinalResult = _PlasmaFX_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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return FinalResult;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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}
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