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119 lines
2.9 KiB
GLSL
119 lines
2.9 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/ShinyPixel"
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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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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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Pixel_Size("Pixel_Size", Range(1, 128)) = 22
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Displacement_Value("Displacement_Value", Range(-0.3, 0.3)) = 0.3
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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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#pragma multi_compile _ PIXELSNAP_ON
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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 Pixel_Size;
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float Displacement_Value;
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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 PixelUV(float2 uv, float x)
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{
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uv = floor(uv * x + 0.5) / x;
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return uv;
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}
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float2 SimpleDisplacementUV(float2 uv,float x, float y, float value)
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{
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return lerp(uv,uv+float2(x,y),value);
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}
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float4 ShinyOnlyFX(float2 uv, float pos, float size, float smooth, float intensity, float speed)
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{
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pos = pos + 0.5+sin(_Time*20*speed)*0.5;
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uv = uv - float2(pos, 0.5);
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float a = atan2(uv.x, uv.y) + 1.4, r = 3.1415;
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float d = cos(floor(0.5 + a / r) * r - a) * length(uv);
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float dist = 1.0 - smoothstep(size, size + smooth, d);
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return dist*intensity;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 PixelUV_1 = PixelUV(i.texcoord,Pixel_Size);
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float4 _ShinyOnlyFX_1 = ShinyOnlyFX(PixelUV_1,0,-0.1,0.25,1,1);
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float2 _Simple_Displacement_1 = SimpleDisplacementUV(i.texcoord,_ShinyOnlyFX_1.r*_ShinyOnlyFX_1.a,0,Displacement_Value);
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float4 _MainTex_1 = tex2D(_MainTex,_Simple_Displacement_1);
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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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FinalResult.rgb *= FinalResult.a;
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FinalResult.a = saturate(FinalResult.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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