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118 lines
2.8 KiB
GLSL
118 lines
2.8 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/TurnGold"
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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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_TurnGold_Speed_1("_TurnGold_Speed_1", Range(-8, 8)) = 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 _TurnGold_Speed_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 ColorTurnGold(float2 uv, sampler2D txt, float speed)
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{
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float4 txt1=tex2D(txt,uv);
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float lum = dot(txt1.rgb, float3 (0.2126, 0.2152, 0.4722));
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float3 metal = float3(lum,lum,lum);
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metal.r = lum * pow(1.46*lum, 4.0);
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metal.g = lum * pow(1.46*lum, 4.0);
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metal.b = lum * pow(0.86*lum, 4.0);
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float2 tuv = uv;
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uv *= 2.5;
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float time = (_Time/4)*speed;
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float a = time * 50;
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float n = sin(a + 2.0 * uv.x) + sin(a - 2.0 * uv.x) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y);
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n = fmod(((5.0 + n) / 5.0), 1.0);
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n += tex2D(txt, tuv).r * 0.21 + tex2D(txt, tuv).g * 0.4 + tex2D(txt, tuv).b * 0.2;
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n=fmod(n,1.0);
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float tx = n * 6.0;
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float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);
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float4 sortie=float4(1.0, 1.0, 1.0,r);
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sortie.rgb=metal.rgb+(1-sortie.a);
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sortie.rgb=sortie.rgb/2+dot(sortie.rgb, float3 (0.1126, 0.4552, 0.1722));
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sortie.rgb-=float3(0.0,0.1,0.45);
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sortie.rg+=0.025;
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sortie.a=txt1.a;
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return sortie;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _TurnGold_1 = ColorTurnGold(i.texcoord,_MainTex,_TurnGold_Speed_1);
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float4 FinalResult = _TurnGold_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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