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PlumberUltimateAds/Assets/2DxFX/ExtraShaders/Shader/TurnLiquid.shader

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2.7 KiB
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//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/TurnLiquid"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
WaveX("WaveX", Range(0, 2)) = 2
WaveY("WaveY", Range(0, 2)) = 2
DistanceX("DistanceX", Range(0, 1)) = 0.3
DistanceY("DistanceY", Range(0, 1)) = 0.3
Speed("Speed", Range(-2, 2)) = 1
TurnLiquid_Value("TurnLiquid_Value", Range(0, 1)) = 1
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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
#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 _SpriteFade;
float WaveX;
float WaveY;
float DistanceX;
float DistanceY;
float Speed;
float TurnLiquid_Value;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float2 LiquidUV(float2 p, float WaveX, float WaveY, float DistanceX, float DistanceY, float Speed)
{ Speed *= _Time * 100;
float x = sin(p.y * 4 * WaveX + Speed);
float y = cos(p.x * 4 * WaveY + Speed);
x += sin(p.x)*0.1;
y += cos(p.y)*0.1;
x *= y;
y *= x;
x *= y + WaveY*8;
y *= x + WaveX*8;
p.x = p.x + x * DistanceX * 0.015;
p.y = p.y + y * DistanceY * 0.015;
return p;
}
float4 frag (v2f i) : COLOR
{
float2 LiquidUV_1 = LiquidUV(i.texcoord,WaveX,WaveY,DistanceX,DistanceY,Speed);
i.texcoord = lerp(i.texcoord,LiquidUV_1,TurnLiquid_Value);
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
float4 FinalResult = _MainTex_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
FinalResult.rgb *= FinalResult.a;
FinalResult.a = saturate(FinalResult.a);
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}