////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/GoldFX" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("_Color", Color) = (1,1,1,1) _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 _Alpha; float4 _Color; 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 * _Color; } float3 Metal(float _t) { float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t) / (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t); float v = (0.317398726 + 4.22806245e-5*_t + 4.20481691e-8*_t*_t) / (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t); float x = 3.0 * u / (2.0 * u - 8.0 * v + 4.0); float y = 2.0 * v / (2.0 * u - 8.0 * v + 4.0); float z = 1.0 - x - y; float Y = 1.0; float X = (Y / y) * x; float Z = (Y / y) * z; float3 RGB = float3(X / 2,Y * 2,Z) / _Distortion; RGB.x = RGB.x * pow(0.0006*_t, 4.0); RGB.y = RGB.y * pow(0.0004*_t, 4.0); RGB.z = RGB.z * pow(0.0004*_t, 4.0); return RGB; } 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 plasma(float2 uv) { float2 tuv = uv; uv *= 2.5; float a = 1.1 + _Time * 20 * 2.25; 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); n += tex2D(_MainTex, tuv).r * 0.2 + tex2D(_MainTex, tuv).g * 0.4 + tex2D(_MainTex, tuv).b * 0.2; return rainbow(n); } void surf(Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex; float4 noise = tex2D(_MainTex, uv)* IN.color; float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722)); float maxTemp = 4000.0; float tempScale = maxTemp; float3 c = Metal(lum * tempScale); float alpha = tex2D(_MainTex, IN.uv_MainTex).a*IN.color.a; float4 sortie = plasma(IN.uv_MainTex); sortie.a = sortie.a*alpha - _Alpha; sortie.r = sortie.a; sortie.g = sortie.a; sortie.b = sortie.a; sortie.rgb = c.rgb + (1 - sortie.a); float4 r= float4(sortie.rgb,noise.a * 1 - _Alpha); o.Albedo = r.rgb * r.a; o.Alpha = r.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }