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89 lines
2.2 KiB
GLSL
89 lines
2.2 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
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/// http://unity3D.vetasoft.com/ //
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//////////////////////////////////////////////
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Shader "2DxFX/AL/GoldenFX"
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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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_Color("Tint", 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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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_BlendOp("_BlendOp",Float) = 0
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[HideInInspector]_Z("_Z", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite[_Z]
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
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sampler2D _MainTex;
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float _Distortion;
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float _Alpha;
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float4 _Color;
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struct Input
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{
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float2 uv_MainTex;
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float4 color;
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};
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void vert(inout appdata_full v, out Input o)
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{
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v.vertex = UnityPixelSnap(v.vertex);
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 uv = IN.uv_MainTex;
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float2 step = 0.004;
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float4 tex = tex2D(_MainTex, uv);
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float calc = 1.5 *_Distortion;
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float3 texA = tex2D(_MainTex, uv + float2(-step.x, -step.y) * calc).rgb;
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float3 texB = tex2D(_MainTex, uv + float2(step.x, -step.y) * calc).rgb;
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float3 texC = tex2D(_MainTex, uv + float2(-step.x, step.y) * calc).rgb;
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float3 texD = tex2D(_MainTex, uv + float2(step.x, step.y) * calc).rgb;
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float shadeA = dot(texA, 0.333333);
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float shadeB = dot(texB, 0.333333);
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float shadeC = dot(texC, 0.333333);
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float shadeD = dot(texD, 0.333333);
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float shade = 15.0 * pow(max(abs(shadeA - shadeD), abs(shadeB - shadeC)), 0.5);
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float3 col = lerp(float3(0.1, 0.18, 0.3), float3(0.4, 0.3, 0.2), shade);
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tex.a = tex.a * 1 - _Alpha;
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float4 r = float4(col,tex.a);
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r *= IN.color;
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o.Albedo = r.rgb * r.a;
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o.Alpha = r.a;
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clip(o.Alpha - 0.05);
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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} |