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145 lines
3.8 KiB
GLSL
145 lines
3.8 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/SymbioseDistortion"
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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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Symbiose_Distance("Symbiose_Distance", Range(-0.3, 0.3)) = 0.215
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Symbiose_Position("Symbiose_Position", Range(-1, 1)) = -0.249
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Effect_Fading("Effect_Fading", Range(0, 1)) = 1
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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 Symbiose_Distance;
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float Symbiose_Position;
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float Effect_Fading;
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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 SimpleDisplacementRotativeUV(float2 uv, float4 rgba, float value, float value2)
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{
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float angle = value2 * 3.1415926;
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float dist = rgba.r;
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#define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)))
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float2 uv2 = uv+rot(float2(dist-0.5, dist-0.5));
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return lerp(uv, uv2, value);
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}
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float Generate_Fire_hash2D(float2 x)
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{
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return frac(sin(dot(x, float2(13.454, 7.405)))*12.3043);
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}
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float Generate_Fire_voronoi2D(float2 uv, float precision)
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{
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float2 fl = floor(uv);
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float2 fr = frac(uv);
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float res = 1.0;
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for (int j = -1; j <= 1; j++)
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{
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for (int i = -1; i <= 1; i++)
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{
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float2 p = float2(i, j);
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float h = Generate_Fire_hash2D(fl + p);
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float2 vp = p - fr + h;
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float d = dot(vp, vp);
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res += 1.0 / pow(d, 8.0);
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}
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}
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return pow(1.0 / res, precision);
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}
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float4 Generate_Fire(float2 uv, float posX, float posY, float precision, float smooth, float speed, float black)
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{
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uv += float2(posX, posY);
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float t = _Time*60*speed;
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float up0 = Generate_Fire_voronoi2D(uv * float2(6.0, 4.0) + float2(0, -t), precision);
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float up1 = 0.5 + Generate_Fire_voronoi2D(uv * float2(6.0, 4.0) + float2(42, -t ) + 30.0, precision);
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float finalMask = up0 * up1 + (1.0 - uv.y);
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finalMask += (1.0 - uv.y)* 0.5;
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finalMask *= 0.7 - abs(uv.x - 0.5);
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float4 result = smoothstep(smooth, 0.95, finalMask);
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result.a = saturate(result.a + black);
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return result;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _Generate_Fire_1 = Generate_Fire(i.texcoord,-0.024,0.052,0.05,0.5,1,0);
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float2 _Simple_Displacement_Rotative_1 = SimpleDisplacementRotativeUV(i.texcoord,_Generate_Fire_1,Symbiose_Distance,Symbiose_Position);
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i.texcoord = lerp(i.texcoord,_Simple_Displacement_Rotative_1,Effect_Fading);
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float4 SourceRGBA_1 = tex2D(_MainTex, i.texcoord);
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SourceRGBA_1.a = lerp(float4(1,1,0,1).a * SourceRGBA_1.a, (1 - float4(1,1,0,1).a) * SourceRGBA_1.a,0);
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float4 FinalResult = SourceRGBA_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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