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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_Twist.shader

129 lines
2.4 KiB
Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/Twist"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Distortion ("Distortion", Range(0,1)) = 0
_PosX ("PosX", Range(0,1)) = 0
_PosY ("PosY", Range(0,1)) = 0
_Alpha ("Alpha", Range (0,1)) = 1.0
_Color ("Color", Color) = (1,1,1,1)
_ColorX ("ColorX", Color) = (1,1,1,1)
// required for UI.Mask
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
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
#pragma target 3.0
#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 _Distortion;
float _PosX;
float _PosY;
float4 _Color;
float4 _ColorX;
float _Alpha;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float4 twist(sampler2D tex, float2 uv, float time)
{
float radius = 0.5;
float2 center = float2(_PosX,_PosY);
float2 tc = uv - center;
float dist = length(tc);
if (dist < radius)
{
float percent = (radius - dist) / radius;
float theta = percent * percent * (2.0 * sin(time)) * 8.0;
float s = sin(theta);
float c = cos(theta);
tc = float2(dot(tc, float2(c, -s)), dot(tc, float2(s, c)));
}
tc += center;
float4 color = tex2D(tex, tc);
return color;
}
float4 frag (v2f i) : COLOR
{
float2 uv = i.texcoord;
float4 finalColor = twist(_MainTex, uv, _Distortion)*i.color;
finalColor.a*=(1-_Alpha);
return finalColor;
}
ENDCG
}
}
Fallback "Sprites/Default"
}