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110 lines
2.6 KiB
Plaintext
110 lines
2.6 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/Shake"
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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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Offset_X("Offset_X", Range(0, 0.05)) = 0
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Offset_Y("Offset_Y", Range(0, 0.05)) = 0.004
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Intensity_X("Intensity_X", Range(-3, 3)) = 1
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Intensity_Y("Intensity_Y", Range(-3, 3)) = 1
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Speed("Speed", Range(-1, 1)) = 0.161
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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 Offset_X;
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float Offset_Y;
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float Intensity_X;
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float Intensity_Y;
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float Speed;
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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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float2 AnimatedShakeUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy, float speed)
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{
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float time = sin(_Time * speed * 5000 * zoomx);
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float time2 = sin(_Time * speed * 5000 * zoomy);
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uv += float2(offsetx * time, offsety * time2);
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return uv;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 AnimatedShakeUV_1 = AnimatedShakeUV(i.texcoord,Offset_X,Offset_Y,Intensity_X,Intensity_Y,Speed);
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float4 _MainTex_1 = tex2D(_MainTex,AnimatedShakeUV_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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