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

135 lines
3.1 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/BurnPixel"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
Burn_Pixel_Size("Burn_Pixel_Size", Range(1, 128)) = 19
Burn_Value("Burn_Value", Range(0, 1)) = 0.384
Burn_Seed("Burn_Seed", Range(0, 1)) = 0.482
_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 Burn_Pixel_Size;
float Burn_Value;
float Burn_Seed;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float DSFXr (float2 c, float seed)
{
return frac(43.*sin(c.x+7.*c.y)*seed);
}
float DSFXn (float2 p, float seed)
{
float2 i = floor(p), w = p-i, j = float2 (1.,0.);
w = w*w*(3.-w-w);
return lerp(lerp(DSFXr(i, seed), DSFXr(i+j, seed), w.x), lerp(DSFXr(i+j.yx, seed), DSFXr(i+1., seed), w.x), w.y);
}
float DSFXa (float2 p, float seed)
{
float m = 0., f = 2.;
for ( int i=0; i<9; i++ ){ m += DSFXn(f*p, seed)/f; f+=f; }
return m;
}
float4 DestroyerFX(float4 txt, float2 uv, float value, float seed, float HDR)
{
float t = frac(value*0.9999);
float4 c = smoothstep(t / 1.2, t + .1, DSFXa(3.5*uv, seed));
c = txt*c;
c.r = lerp(c.r, c.r*120.0*(1 - c.a), value);
c.g = lerp(c.g, c.g*40.0*(1 - c.a), value);
c.b = lerp(c.b, c.b*5.0*(1 - c.a) , value);
c.rgb = lerp(saturate(c.rgb),c.rgb,HDR);
return c;
}
float2 PixelUV(float2 uv, float x)
{
uv = floor(uv * x + 0.5) / x;
return uv;
}
float4 frag (v2f i) : COLOR
{
float2 PixelUV_1 = PixelUV(i.texcoord,Burn_Pixel_Size);
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
float4 _Destroyer_1 = DestroyerFX(_MainTex_1,PixelUV_1,Burn_Value,Burn_Seed,1);
float4 FinalResult = _Destroyer_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"
}