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122 lines
3.0 KiB
Plaintext
122 lines
3.0 KiB
Plaintext
//////////////////////////////////////////////
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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/Perspective3D"
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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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_Make3DFX_Dist_1("_Make3DFX_Dist_1", Range(-1, 1)) = 0.5
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_Make3DFX_Size_1("_Make3DFX_Size_1", Range(1, 16)) = 16
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_Make3DFX_PosX_1("_Make3DFX_PosX_1", Range(-2, 2)) = 0.3
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_Make3DFX_PosY_1("_Make3DFX_PosY_1", Range(-2, 2)) = 0.2
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_Make3DFX_Light_1("_Make3DFX_Light_1", Range(-2, 2)) = 0.2
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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 _Make3DFX_Dist_1;
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float _Make3DFX_Size_1;
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float _Make3DFX_PosX_1;
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float _Make3DFX_PosY_1;
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float _Make3DFX_Light_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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float4 Make3DFX(sampler2D smp, float2 uv,float dist, float size, float x, float y, float light)
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{
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float4 overlay = float4(0, 0, 0, 1);
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float4 origin = tex2D(smp, uv);
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dist *= 0.03;
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for (int i = 0; i < size; i++)
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{
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uv.x += dist*x;
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uv.y += dist*y;
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float4 o= float4(0, 0, 0, 1);
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overlay = tex2D(smp, uv);
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float z = i / size;
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origin.rgb = origin.rgb = lerp(origin.rgb +(light/size)*2, origin.rgb, z);
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origin = saturate(origin);
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o.a = overlay.a + origin.a * (1 - overlay.a);
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o.rgb = (overlay.rgb * overlay.a + origin.rgb * origin.a * (1 - overlay.a)) / (o.a+0.0000001);
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o.a = saturate(o.a);
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o = lerp(origin, o, 1);
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origin = o;
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}
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return origin;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _Make3DFX_1 = Make3DFX(_MainTex,i.texcoord,_Make3DFX_Dist_1,_Make3DFX_Size_1,_Make3DFX_PosX_1,_Make3DFX_PosY_1,_Make3DFX_Light_1);
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float4 FinalResult = _Make3DFX_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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