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115 lines
3.5 KiB
GLSL
115 lines
3.5 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/Animated_PingPong_Rotation"
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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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AnimatedRotationUV_AnimatedRotationUV_Rotation_1("AnimatedRotationUV_AnimatedRotationUV_Rotation_1", Range(-360, 360)) = -16.715
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AnimatedRotationUV_AnimatedRotationUV_PosX_1("AnimatedRotationUV_AnimatedRotationUV_PosX_1", Range(-1, 2)) = 0.5
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AnimatedRotationUV_AnimatedRotationUV_PosY_1("AnimatedRotationUV_AnimatedRotationUV_PosY_1", Range(-1, 2)) = 0.5
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AnimatedRotationUV_AnimatedRotationUV_Intensity_1("AnimatedRotationUV_AnimatedRotationUV_Intensity_1", Range(0, 4)) = 0.5
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AnimatedRotationUV_AnimatedRotationUV_Speed_1("AnimatedRotationUV_AnimatedRotationUV_Speed_1", Range(-10, 10)) = 4.107
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_LerpUV_Fade_1("_LerpUV_Fade_1", Range(0, 1)) = 1
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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 AnimatedRotationUV_AnimatedRotationUV_Rotation_1;
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float AnimatedRotationUV_AnimatedRotationUV_PosX_1;
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float AnimatedRotationUV_AnimatedRotationUV_PosY_1;
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float AnimatedRotationUV_AnimatedRotationUV_Intensity_1;
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float AnimatedRotationUV_AnimatedRotationUV_Speed_1;
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float _LerpUV_Fade_1;
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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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float2 AnimatedRotationUV(float2 uv, float rot, float posx, float posy, float radius, float speed)
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{
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uv = uv - float2(posx, posy);
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float angle = rot * 0.01744444;
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angle += sin(_Time * speed * 20) * radius;
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float sinX = sin(angle);
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float cosX = cos(angle);
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float2x2 rotationMatrix = float2x2(cosX, -sinX, sinX, cosX);
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uv = mul(uv, rotationMatrix) + float2(posx, posy);
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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 AnimatedRotationUV_1 = AnimatedRotationUV(i.texcoord,AnimatedRotationUV_AnimatedRotationUV_Rotation_1,AnimatedRotationUV_AnimatedRotationUV_PosX_1,AnimatedRotationUV_AnimatedRotationUV_PosY_1,AnimatedRotationUV_AnimatedRotationUV_Intensity_1,AnimatedRotationUV_AnimatedRotationUV_Speed_1);
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i.texcoord = lerp(i.texcoord,AnimatedRotationUV_1,_LerpUV_Fade_1);
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float4 _MainTex_1 = tex2D(_MainTex,i.texcoord);
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float4 FinalResult = _MainTex_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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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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