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120 lines
2.3 KiB
Plaintext
120 lines
2.3 KiB
Plaintext
// 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/CompressionFX"
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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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// 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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// 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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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _Color;
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float _Distortion;
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float _Alpha;
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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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float rng2(float2 seed)
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{
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return frac(sin(dot(seed * floor(50+(_Time+0.1) * 12.), float2(127.1,311.7))) * 43758.5453123);
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}
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float rng(float seed)
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{
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return rng2(float2(seed, 1.0));
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}
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float4 frag (v2f i) : COLOR
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{
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float2 uv = i.texcoord.xy;
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float2 blockS = floor(uv * float2(24., 19.))*4.0;
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float2 blockL = floor(uv * float2(38., 14.))*4.0;
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float r = rng2(uv);
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float lineNoise = pow(rng2(blockS), 3.0) *_Distortion* pow(rng2(blockL), 3.0);
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float4 col1 = tex2D(_MainTex, uv + float2(lineNoise * 0.02 * rng(2.0), 0))*i.color;
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float4 result= float4(float3(col1.x, col1.y, col1.z), 1.0);
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result.a = col1.a*1-_Alpha;
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return result;
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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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