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136 lines
3.1 KiB
GLSL
136 lines
3.1 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/DisolvePixel"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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Pixel_Size("Pixel_Size", Range(1, 128)) = 19
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Disolve_Value("Disolve_Value", Range(0, 1)) = 0.402
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Disolve_Seed("Disolve_Seed", Range(-8, 8)) = 0.5
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_ColorMask("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _SpriteFade;
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float Pixel_Size;
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float Disolve_Value;
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float Disolve_Seed;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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float BFXr (float2 c, float seed)
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{
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return frac(43.*sin(c.x+7.*c.y)* seed);
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}
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float BFXn (float2 p, float seed)
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{
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float2 i = floor(p), w = p-i, j = float2 (1.,0.);
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w = w*w*(3.-w-w);
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return lerp(lerp(BFXr(i, seed), BFXr(i+j, seed), w.x), lerp(BFXr(i+j.yx, seed), BFXr(i+1., seed), w.x), w.y);
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}
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float BFXa (float2 p, float seed)
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{
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float m = 0., f = 2.;
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for ( int i=0; i<9; i++ ){ m += BFXn(f*p, seed)/f; f+=f; }
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return m;
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}
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float4 BurnFX(float4 txt, float2 uv, float value, float seed, float HDR)
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{
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float t = frac(value*0.9999);
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float4 c = smoothstep(t / 1.2, t + .1, BFXa(3.5*uv, seed));
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c = txt*c;
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c.r = lerp(c.r, c.r*15.0*(1 - c.a), value);
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c.g = lerp(c.g, c.g*10.0*(1 - c.a), value);
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c.b = lerp(c.b, c.b*5.0*(1 - c.a), value);
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c.rgb += txt.rgb*value;
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c.rgb = lerp(saturate(c.rgb),c.rgb,HDR);
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return c;
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}
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float2 PixelUV(float2 uv, float x)
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{
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uv = floor(uv * x + 0.5) / x;
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return uv;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 PixelUV_1 = PixelUV(i.texcoord,Pixel_Size);
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float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
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float4 _Burn_1 = BurnFX(_MainTex_1,PixelUV_1,Disolve_Value,Disolve_Seed,2);
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float4 FinalResult = _Burn_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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FinalResult.rgb *= FinalResult.a;
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FinalResult.a = saturate(FinalResult.a);
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return FinalResult;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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}
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