////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Liquid" { 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 _Speed("Speed", Range(0,1)) = 1.0 EValue("EValue", Range(0,1)) = 1.0 Light("Light", 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; float _Speed; float EValue; float4 _Color; float Light; 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; } float col(float2 coord) { float time = _Time * 10; float delta_theta = 0.897597901025655210989326680937; float col = 0.0; float theta = 0.0; float _Value = _Speed; float _Value2 = _Distortion; float _Value3 = _Distortion; float _Value4 = _Distortion; float2 adjc = coord; theta = delta_theta * 1; adjc.x += cos(theta)*time*_Value + time * _Value2; adjc.y -= sin(theta)*time*_Value - time * _Value3; col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0); theta = delta_theta * 2; adjc.x += cos(theta)*time*_Value + time * _Value2; adjc.y -= sin(theta)*time*_Value - time * _Value3; col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0); theta = delta_theta * 3; adjc.x += cos(theta)*time*_Value + time * _Value2; adjc.y -= sin(theta)*time*_Value - time * _Value3; col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0); theta = delta_theta * 4; adjc.x += cos(theta)*time*_Value + time * _Value2; adjc.y -= sin(theta)*time*_Value - time * _Value3; col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0); theta = delta_theta * 5; adjc.x += cos(theta)*time*_Value + time * _Value2; adjc.y -= sin(theta)*time*_Value - time * _Value3; col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0); theta = delta_theta * 6; adjc.x += cos(theta)*time*_Value + time * _Value2; adjc.y -= sin(theta)*time*_Value - time * _Value3; col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0); theta = delta_theta * 7; adjc.x += cos(theta)*time*_Value + time * _Value2; adjc.y -= sin(theta)*time*_Value - time * _Value3; col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0); theta = delta_theta * 8; adjc.x += cos(theta)*time*_Value + time * _Value2; adjc.y -= sin(theta)*time*_Value - time * _Value3; col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0); return cos(col); } void surf(Input IN, inout SurfaceOutput o) { float2 p = IN.uv_MainTex, c1 = p, c2 = p; float cc1 = col(c1); c2.x += 8.53; float dx = 0.50*(cc1 - col(c2)) / 60; c2.x = p.x; c2.y += 8.53; float dy = 0.50*(cc1 - col(c2)) / 60; c1.x += dx*2.; c1.y = (c1.y + dy*2.); float alpha = 1. + dot(dx,dy) * 700 * Light; float ddx = dx - 0.012; float ddy = dy - 0.012; if (ddx > 0. && ddy > 0.) alpha = pow(alpha, ddx*ddy * 200000); c1 = lerp(p,c1,EValue); float4 col = tex2D(_MainTex,c1)*(alpha)* IN.color; float4 c = float4(col.rgb,col.a*(1 - _Alpha)); o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }