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121 lines
2.9 KiB
Plaintext
121 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/RoarDistortion"
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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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PosX("PosX", Range(0, 1)) = 0.5
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PosY("PosY", Range(0, 1)) = 0.5
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Size("Size", Range(0, 2)) = 1
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LineSize("LineSize", Range(-16, 16)) = 1
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Speed("Speed", Range(-2, 2)) = 0
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Roar_Intensity("Roar_Intensity", Range(-0.3, 0.3)) = 0.022
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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 PosX;
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float PosY;
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float Size;
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float LineSize;
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float Speed;
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float Roar_Intensity;
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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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float4 Generate_Spiral(float2 uv, float posX, float posY, float Size, float LineSize, float Speed,float black)
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{
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float t = _Time*Speed*8;
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float2 m = float2(posX, posY) - uv;
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float r = length(m)*Size;
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float a = atan2(m.y, m.x);
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float v = sin(100.* (sqrt(r) - (0.02*LineSize) * a - .3 * t));
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float4 result = clamp(v, 0., 1.);
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result.a = saturate(result.a + black);
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return result;
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}
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float2 SimpleDisplacementUV(float2 uv,float x, float y, float value)
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{
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return lerp(uv,uv+float2(x,y),value);
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _Generate_Spiral_1 = Generate_Spiral(i.texcoord,PosX,PosY,Size,LineSize,Speed,0);
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float2 _Simple_Displacement_1 = SimpleDisplacementUV(i.texcoord,_Generate_Spiral_1.r*_Generate_Spiral_1.a,0,Roar_Intensity);
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float4 _MainTex_1 = tex2D(_MainTex,_Simple_Displacement_1);
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float4 FinalResult = _MainTex_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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FinalResult.rgb *= FinalResult.a;
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FinalResult.a = saturate(FinalResult.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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