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PlumberUltimateAds/Assets/2DxFX/ExtraShaders/Shader/Offset.shader

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//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/Offset"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
OffsetUV_X_1("OffsetUV_X_1", Range(-1, 1)) = 0
OffsetUV_Y_1("OffsetUV_Y_1", Range(-1, 1)) = 0
OffsetUV_ZoomX_1("OffsetUV_ZoomX_1", Range(0.1, 10)) = 1
OffsetUV_ZoomY_1("OffsetUV_ZoomY_1", Range(0.1, 10)) = 1
_LerpUV_Fade_1("_LerpUV_Fade_1", 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 OffsetUV_X_1;
float OffsetUV_Y_1;
float OffsetUV_ZoomX_1;
float OffsetUV_ZoomY_1;
float _LerpUV_Fade_1;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float2 OffsetUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy)
{
uv += float2(offsetx, offsety);
uv = fmod(uv * float2(zoomx, zoomy), 1);
return uv;
}
float2 OffsetUVClamp(float2 uv, float offsetx, float offsety, float zoomx, float zoomy)
{
uv += float2(offsetx, offsety);
uv = fmod(clamp(uv * float2(zoomx, zoomy), 0.0001, 0.9999), 1);
return uv;
}
float4 frag (v2f i) : COLOR
{
float2 OffsetUV_1 = OffsetUV(i.texcoord,OffsetUV_X_1,OffsetUV_Y_1,OffsetUV_ZoomX_1,OffsetUV_ZoomY_1);
i.texcoord = lerp(i.texcoord,OffsetUV_1,_LerpUV_Fade_1);
float4 _MainTex_1 = tex2D(_MainTex,i.texcoord);
float4 FinalResult = _MainTex_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}