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159 lines
3.2 KiB
GLSL
159 lines
3.2 KiB
GLSL
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
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/// http://vetasoft.store/2dxfx/ //
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//////////////////////////////////////////////
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Shader "2DxFX/Standard/WaterAndBackgroundDeluxe"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Color ("_Color", Color) = (1,1,1,1)
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_Distortion ("Distortion", Range(0,1)) = 0
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_Alpha ("Alpha", Range (0,1)) = 1.0
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_Speed ("Speed", Range (0,1)) = 1.0
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EValue ("EValue", Range (0,1)) = 1.0
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Light ("Light", Range (0,1)) = 1.0
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// required for UI.Mask
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_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"}
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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GrabPass { "_GrabTexture" }
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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 target 3.0
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#include "UnityCG.cginc"
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struct appdata_t
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{
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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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float2 screenuv : TEXCOORD1;
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float4 color : COLOR;
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};
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sampler2D _GrabTexture;
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sampler2D _MainTex;
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float _Distortion;
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float _Alpha;
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float _Speed;
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float EValue;
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float4 _Color;
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float Light;
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uniform float2 _MainTex_TexelSize;
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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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float4 screenpos = ComputeGrabScreenPos(OUT.vertex);
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OUT.screenuv = screenpos.xy / screenpos.w;
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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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float col(float2 coord)
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{
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float time = _Time*10;
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float delta_theta = 0.897597901025655210989326680937;
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float col = 0.0;
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float theta = 0.0;
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for (int i = 0; i < 8; i++)
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{
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float2 adjc = coord;
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theta = delta_theta*float(i);
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adjc.x += cos(theta)*time*_Speed + time * _Distortion/4;
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adjc.y -= sin(theta)*time*_Speed - time * _Distortion/4;
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col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
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}
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return cos(col);
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}
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float4 frag (v2f i) : COLOR
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{
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float2 p = i.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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p.y = 1-p.y;
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#endif
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p = i.screenuv.xy;
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float2 c1 = p, c2 = p;
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float4 col2 = tex2D(_MainTex,i.texcoord.xy);
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float colr = col2.r;
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col2*=i.color;
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float cc1 = col(c1);
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c2.x += 8.53;
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float dx = 0.50*(cc1-col(c2))/128;
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c2.x = p.x;
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c2.y += 8.53;
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float dy = 0.50*(cc1-col(c2))/128;
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c1.x += dx*2.;
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c1.y = (c1.y+dy*2.);
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float alpha = 1.+dot(dx,dy)*5000*Light;
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float ddx = dx - 0.012;
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float ddy = dy - 0.012;
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if (ddx > 0. && ddy > 0.) alpha = pow(alpha, ddx*ddy*200000);
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c1=lerp(p,c1,EValue*col2.a);
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c1.y-=(colr/4)*2;
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c1.y+=0.1;
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float4 col = tex2D(_GrabTexture,c1)*alpha;
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col.rgb+=col2.rgb*i.color.rgb*2;
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col.a*=col2.a;
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return float4(col.rgb,col.a*(1-_Alpha));
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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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} |