////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/BreakingGlassFull" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} Glass_Size("Glass_Size", Range(0, 128)) = 35.727 Glass_Seed("Glass_Seed", Range(1, 2)) = 1 Glass_Displacement("Glass_Displacement", Range(-0.3, 0.3)) = 0.3 Glass_Rotation("Glass_Rotation", Range(-1, 1)) = -0.378 Effect_Fading("Effect_Fading", 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 Glass_Size; float Glass_Seed; float Glass_Displacement; float Glass_Rotation; float Effect_Fading; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float2 SimpleDisplacementRotativeUV(float2 uv, float4 rgba, float value, float value2) { float angle = value2 * 3.1415926; float dist = rgba.r; #define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle))) float2 uv2 = uv+rot(float2(dist-0.5, dist-0.5)); return lerp(uv, uv2, value); } float3 Generate_Voronoi_hash3(float2 p, float seed) { float3 q = float3(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)), dot(p, float2(419.2, 371.9))); return frac(sin(q) * 43758.5453 * seed); } float4 Generate_Voronoi(float2 uv, float size,float seed, float black) { float2 p = floor(uv*size); float2 f = frac(uv*size); float k = 1.0 + 63.0*pow(1.0, 4.0); float va = 0.0; float wt = 0.0; for (int j = -2; j <= 2; j++) { for (int i = -2; i <= 2; i++) { float2 g = float2(float(i), float(j)); float3 o = Generate_Voronoi_hash3(p + g, seed)*float3(1.0, 1.0, 1.0); float2 r = g - f + o.xy; float d = dot(r, r); float ww = pow(1.0 - smoothstep(0.0, 1.414, sqrt(d)), k); va += o.z*ww; wt += ww; } } float4 result = saturate(va / wt); result.a = saturate(result.a + black); return result; } float4 frag (v2f i) : COLOR { float4 _Generate_Voronoi_1 = Generate_Voronoi(i.texcoord,Glass_Size,Glass_Seed,0); float2 _Simple_Displacement_Rotative_1 = SimpleDisplacementRotativeUV(i.texcoord,_Generate_Voronoi_1,Glass_Displacement,Glass_Rotation); i.texcoord = lerp(i.texcoord,_Simple_Displacement_Rotative_1,Effect_Fading); float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 FinalResult = _MainTex_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }