// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/WoodFX" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Distortion ("Distortion", Range(0,1)) = 0 _Alpha ("Alpha", Range (0,1)) = 1.0 // required for UI.Mask _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} 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 #pragma target 3.0 #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 _Distortion; float _Deep; float _Alpha; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } 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); } float4 frag (v2f i) : COLOR { float2 uv = i.texcoord.xy ; float4 tex = tex2D(_MainTex, i.texcoord+float2(sin(_Distortion*64)/512,0)); 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(i.texcoord); sortie-=Wood(i.texcoord+float2(-0.05,0.02))/2.0; float rrr=r-(1-sortie.a)/8; float3 r2= float3(rrr,rrr,rrr); float3 tex2=float3(0,0,0); r2.r-=0.1; r2.g-=0.35; r2.b-=0.5; r2+=0.35; tex.rgb=lerp(tex.rgb,r2,_Distortion); return float4(tex.rgb,tex.a*1-_Alpha); } ENDCG } } Fallback "Sprites/Default" }