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

133 lines
3.3 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/PixelGravityDie"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
PixelUV_Size("PixelUV_Size", Range(1, 128)) = 128
Pixel_Fade("Pixel_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 PixelUV_Size;
float Pixel_Fade;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
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);
}
float2 ResizeUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy)
{
uv += float2(offsetx, offsety);
uv = fmod(uv * float2(zoomx*zoomx, zoomy*zoomy), 1);
return uv;
}
float2 ResizeUVClamp(float2 uv, float offsetx, float offsety, float zoomx, float zoomy)
{
uv += float2(offsetx, offsety);
uv = fmod(clamp(uv * float2(zoomx*zoomx, zoomy*zoomy), 0.0001, 0.9999), 1);
return uv;
}
float4 Generate_Noise(float2 co, float black)
{
float4 r = frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
r.a = saturate(r.a + black);
return r;
}
float2 PixelUV(float2 uv, float x)
{
uv = floor(uv * x + 0.5) / x;
return uv;
}
float4 frag (v2f i) : COLOR
{
float2 ResizeUV_1 = ResizeUVClamp(i.texcoord,0,-0.159,1,3);
float2 PixelUV_1 = PixelUV(i.texcoord,PixelUV_Size);
float4 _Generate_Noise_1 = Generate_Noise(PixelUV_1,0);
float2 _Simple_Displacement_Rotative_1 = SimpleDisplacementRotativeUV(ResizeUV_1,_Generate_Noise_1,0.3,0.232);
i.texcoord = lerp(i.texcoord,_Simple_Displacement_Rotative_1,Pixel_Fade);
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
float4 FinalResult = _MainTex_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
FinalResult.rgb *= FinalResult.a;
FinalResult.a = saturate(FinalResult.a);
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}