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91 lines
2.1 KiB
GLSL
91 lines
2.1 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/PixelDie"
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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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[HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {}
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[HideInInspector] _Alpha ("Alpha", Range (0,1)) = 1.0
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[HideInInspector] _Color ("Tint", Color) = (1,1,1,1)
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[HideInInspector] _Value1 ("_Value1", Range (0,1)) = 0
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[HideInInspector] _Value2 ("_Value2", Range (0,1)) = 0
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[HideInInspector] _Value3 ("_Value3", Range (0,1)) = 0
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[HideInInspector] _Value4 ("_Value4", Range (0,1)) = 0
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[HideInInspector] _Value5 ("_Value5", Range (0,1)) = 0
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_Alpha ("Alpha", Range (0,1)) = 1.0
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_Color ("Tint", Color) = (1,1,1,1)
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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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sampler2D _MainTex2;
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float4 _Color;
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float _Alpha;
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float _Value1;
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float _Value2;
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float _Value3;
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float _Value4;
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float _Value5;
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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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float4 t2 = tex2D(_MainTex2, float2(uv.x,uv.y));
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t2.rgb= smoothstep(t2.rgb, t2.rgb+0.5, _Value1*1.2);
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float r= 1-t2.r;
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float4 t = tex2D(_MainTex, float2(uv.x*r,uv.y*r))*IN.color;
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t.a*=r;
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t.b+=t2.g;
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t.b+=_Value1*4;
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t.rg+=(1-r)*2;
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float4 v= float4(t.rgb,t.a*(1-_Alpha));
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o.Albedo = v.rgb * v.a;
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o.Alpha = v.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 "Sprites/Default"
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} |