////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Hologram_Parasite" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} Parasite_Distance("Parasite_Distance", Range(-0.3, 0.3)) = 0.3 Parasite_Angle("Parasite_Angle", Range(-1, 1)) = 0.208 Effect_Fade("Effect_Fade", 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 Parasite_Distance; float Parasite_Angle; float Effect_Fade; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } inline float Holo1mod(float x,float modu) { return x - floor(x * (1.0 / modu)) * modu; } inline float Holo1noise(sampler2D source,float2 p) { float _TimeX = _Time.y; float sample = tex2D(source,float2(.2,0.2*cos(_TimeX))*_TimeX*8. + p*1.).x; sample *= sample; return sample; } inline float Holo1onOff(float a, float b, float c) { float _TimeX = _Time.y; return step(c, sin(_TimeX + a*cos(_TimeX*b))); } float4 Hologram(float2 uv, sampler2D source, float value, float speed) { float alpha = tex2D(source, uv).a; float _TimeX = _Time.y * speed; float2 look = uv; float window = 1. / (1. + 20.*(look.y - Holo1mod(_TimeX / 4., 1.))*(look.y - Holo1mod(_TimeX / 4., 1.))); look.x = look.x + sin(look.y*30. + _TimeX) / (50.*value)*Holo1onOff(4., 4., .3)*(1. + cos(_TimeX*80.))*window; float vShift = .4*Holo1onOff(2., 3., .9)*(sin(_TimeX)*sin(_TimeX*20.) + (0.5 + 0.1*sin(_TimeX*20.)*cos(_TimeX))); look.y = Holo1mod(look.y + vShift, 1.); float4 video = float4(0, 0, 0, 0); float4 videox = tex2D(source, look); video.r = tex2D(source, look - float2(.05, 0.)*Holo1onOff(2., 1.5, .9)).r; video.g = videox.g; video.b = tex2D(source, look + float2(.05, 0.)*Holo1onOff(2., 1.5, .9)).b; video.a = videox.a; video = video; float vigAmt = 3. + .3*sin(_TimeX + 5.*cos(_TimeX*5.)); float vignette = (1. - vigAmt*(uv.y - .5)*(uv.y - .5))*(1. - vigAmt*(uv.x - .5)*(uv.x - .5)); float noi = Holo1noise(source,uv*float2(0.5, 1.) + float2(6., 3.))*value * 3; float y = Holo1mod(uv.y*4. + _TimeX / 2. + sin(_TimeX + sin(_TimeX*0.63)), 1.); float start = .5; float end = .6; float inside = step(start, y) - step(end, y); float fact = (y - start) / (end - start)*inside; float f1 = (1. - fact) * inside; video += f1*noi; video += Holo1noise(source,uv*2.) / 2.; video.r *= vignette; video *= (12. + Holo1mod(uv.y*30. + _TimeX, 1.)) / 13.; video.a = video.a + (frac(sin(dot(uv.xy*_TimeX, float2(12.9898, 78.233))) * 43758.5453))*.5; video.a = (video.a*.3)*alpha*vignette * 2; video.a *=1.2; video.a *= 1.2; video = lerp(tex2D(source, uv), video, value); return video; } 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); } float4 frag (v2f i) : COLOR { float4 _Hologram_1 = Hologram(i.texcoord,_MainTex,1,1); float2 _Simple_Displacement_Rotative_1 = SimpleDisplacementRotativeUV(i.texcoord,_Hologram_1,Parasite_Distance,Parasite_Angle); i.texcoord = lerp(i.texcoord,_Simple_Displacement_Rotative_1,Effect_Fade); float4 SourceRGBA_1 = tex2D(_MainTex, i.texcoord); float4 FinalResult = SourceRGBA_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }