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

123 lines
3.0 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/TurnToInfinite"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
Zoom("Zoom", Range(-1, 4)) = 1
PosX("PosX", Range(-1, 2)) = 0
PosY("PosY", Range(-1, 2)) = 0
Intensity("Intensity", Range(0, 4)) = 1
Speed("Speed", Range(-10, 10)) = 1
TurnToInfinite_Value("TurnToInfinite_Value", Range(0, 1)) = 1
_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
#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 Zoom;
float PosX;
float PosY;
float Intensity;
float Speed;
float TurnToInfinite_Value;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float2 AnimatedInfiniteZoomUV(float2 uv, float zoom2, float posx, float posy, float radius, float speed)
{
uv+=float2(posx,posy);
float2 muv = uv;
float atans = (atan2(uv.x - 0.5, uv.y - 0.5) + 3.1415) / (3.1415 * 2.);
float time = _Time * speed*10;
uv -= 0.5;
uv *= (1. / pow(4., frac(time / 2.)));
uv += 0.5;
float2 tri = abs(1. - (uv * 2.));
float zoom = min(pow(2., floor(-log2(tri.x))), pow(2., floor(-log2(tri.y))));
float zoom_id = log2(zoom) + 1.;
float div = ((pow(2., ((-zoom_id) - 1.)) * ((-2.) + pow(2., zoom_id))));
float2 uv2 = (((uv) - (div)) * zoom);
uv2 = lerp(muv * radius, uv2 * radius, zoom2);
return uv2;
}
float4 frag (v2f i) : COLOR
{
float2 AnimatedInfiniteZoomUV_1 = AnimatedInfiniteZoomUV(i.texcoord,Zoom,PosX,PosY,Intensity,Speed);
i.texcoord = lerp(i.texcoord,AnimatedInfiniteZoomUV_1,TurnToInfinite_Value);
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
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"
}