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

119 lines
2.9 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/ShinyPixel"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
Pixel_Size("Pixel_Size", Range(1, 128)) = 22
Displacement_Value("Displacement_Value", Range(-0.3, 0.3)) = 0.3
_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
#pragma multi_compile _ PIXELSNAP_ON
#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 Pixel_Size;
float Displacement_Value;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float2 PixelUV(float2 uv, float x)
{
uv = floor(uv * x + 0.5) / x;
return uv;
}
float2 SimpleDisplacementUV(float2 uv,float x, float y, float value)
{
return lerp(uv,uv+float2(x,y),value);
}
float4 ShinyOnlyFX(float2 uv, float pos, float size, float smooth, float intensity, float speed)
{
pos = pos + 0.5+sin(_Time*20*speed)*0.5;
uv = uv - float2(pos, 0.5);
float a = atan2(uv.x, uv.y) + 1.4, r = 3.1415;
float d = cos(floor(0.5 + a / r) * r - a) * length(uv);
float dist = 1.0 - smoothstep(size, size + smooth, d);
return dist*intensity;
}
float4 frag (v2f i) : COLOR
{
float2 PixelUV_1 = PixelUV(i.texcoord,Pixel_Size);
float4 _ShinyOnlyFX_1 = ShinyOnlyFX(PixelUV_1,0,-0.1,0.25,1,1);
float2 _Simple_Displacement_1 = SimpleDisplacementUV(i.texcoord,_ShinyOnlyFX_1.r*_ShinyOnlyFX_1.a,0,Displacement_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"
}