////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/WoodFX" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Distortion("Distortion", Range(0,1)) = 0 _Alpha("Alpha", Range(0,1)) = 1.0 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 0 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_BlendOp("_BlendOp",Float) = 0 [HideInInspector]_Z("_Z", Float) = 0 } SubShader { Tags { "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite[_Z] BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows #pragma target 3.0 sampler2D _MainTex; float _Distortion; float _Deep; float _Alpha; struct Input { float2 uv_MainTex; float4 color; }; void vert(inout appdata_full v, out Input o) { v.vertex = UnityPixelSnap(v.vertex); UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color ; } inline float mod(float x,float modu) { return x - floor(x * (1.0 / modu)) * modu; } float4 rainbow(float t) { t = mod(t,1.0); float tx = t * 6.0; float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0); return float4(1.0, 1.0, 1.0,r); } float4 Wood(float2 uv) { float2 tuv = uv; uv *= 10.0; float a = 46.1f; float n = sin(a + 2.0 * uv.x) + sin(a - 2.0 * uv.x) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y); n = mod(((5.0 + n) / 5.0), 1.0)*_Deep; n += tex2D(_MainTex, tuv).r * 11.2 + tex2D(_MainTex, tuv).g * 8.4 + tex2D(_MainTex, tuv).b * 4.2; return rainbow(n*_Deep); } void surf(Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex; float4 tex = tex2D(_MainTex, IN.uv_MainTex + float2(sin(_Distortion * 64) / 512,0))* IN.color; float lum = dot(tex.rgb, float3(.22, .17, .571)); float rate = 0.3; float r = lum*0.7; r += 0.15; if (r>0.6) r = 0.6; if (r<0.3) r = 0.3; float4 sortie = Wood(IN.uv_MainTex); sortie -= Wood(IN.uv_MainTex + float2(-0.05,0.02)) / 2.0; float3 r2 = r - (1 - sortie.a) / 8; float3 tex2; r2.r -= 0.1; r2.g -= 0.35; r2.b -= 0.5; r2 += 0.35; tex.rgb = lerp(tex.rgb,r2,_Distortion); float4 c = float4(tex.rgb,tex.a * 1 - _Alpha); o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Sprites/Default" }