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

135 lines
3.2 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/BreakingGlass"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
Break_Size("Break_Size", Range(0, 128)) = 5.714
Break_Seed("Break_Seed", Range(1, 2)) = 1.322
Break_Value("Break_Value", Range(-0.3, 0.3)) = -0.139
_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 Break_Size;
float Break_Seed;
float Break_Value;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float3 Generate_Voronoi_hash3(float2 p, float seed)
{
float3 q = float3(dot(p, float2(127.1, 311.7)),
dot(p, float2(269.5, 183.3)),
dot(p, float2(419.2, 371.9)));
return frac(sin(q) * 43758.5453 * seed);
}
float4 Generate_Voronoi(float2 uv, float size,float seed, float black)
{
float2 p = floor(uv*size);
float2 f = frac(uv*size);
float k = 1.0 + 63.0*pow(1.0, 4.0);
float va = 0.0;
float wt = 0.0;
for (int j = -2; j <= 2; j++)
{
for (int i = -2; i <= 2; i++)
{
float2 g = float2(float(i), float(j));
float3 o = Generate_Voronoi_hash3(p + g, seed)*float3(1.0, 1.0, 1.0);
float2 r = g - f + o.xy;
float d = dot(r, r);
float ww = pow(1.0 - smoothstep(0.0, 1.414, sqrt(d)), k);
va += o.z*ww;
wt += ww;
}
}
float4 result = saturate(va / wt);
result.a = saturate(result.a + black);
return result;
}
float2 SimpleDisplacementUV(float2 uv,float x, float y, float value)
{
return lerp(uv,uv+float2(x,y),value);
}
float4 frag (v2f i) : COLOR
{
float4 _Generate_Voronoi_1 = Generate_Voronoi(i.texcoord,Break_Size,Break_Seed,0);
float2 _Simple_Displacement_1 = SimpleDisplacementUV(i.texcoord,0,_Generate_Voronoi_1.g*_Generate_Voronoi_1.a,Break_Value);
float4 _MainTex_1 = tex2D(_MainTex,_Simple_Displacement_1);
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"
}