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117 lines
2.5 KiB
GLSL
117 lines
2.5 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/WoodFX"
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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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_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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#pragma target 3.0
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sampler2D _MainTex;
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float _Distortion;
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float _Deep;
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float _Alpha;
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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 ;
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}
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inline float mod(float x,float modu)
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{
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return x - floor(x * (1.0 / modu)) * modu;
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}
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float4 rainbow(float t)
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{
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t = mod(t,1.0);
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float tx = t * 6.0;
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float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);
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return float4(1.0, 1.0, 1.0,r);
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}
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float4 Wood(float2 uv)
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{
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float2 tuv = uv;
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uv *= 10.0;
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float a = 46.1f;
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float n = sin(a + 2.0 * uv.x) + sin(a - 2.0 * uv.x) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y);
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n = mod(((5.0 + n) / 5.0), 1.0)*_Deep;
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n += tex2D(_MainTex, tuv).r * 11.2 + tex2D(_MainTex, tuv).g * 8.4 + tex2D(_MainTex, tuv).b * 4.2;
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return rainbow(n*_Deep);
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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 tex = tex2D(_MainTex, IN.uv_MainTex + float2(sin(_Distortion * 64) / 512,0))* IN.color;
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float lum = dot(tex.rgb, float3(.22, .17, .571));
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float rate = 0.3;
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float r = lum*0.7;
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r += 0.15;
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if (r>0.6) r = 0.6;
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if (r<0.3) r = 0.3;
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float4 sortie = Wood(IN.uv_MainTex);
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sortie -= Wood(IN.uv_MainTex + float2(-0.05,0.02)) / 2.0;
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float3 r2 = r - (1 - sortie.a) / 8;
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float3 tex2;
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r2.r -= 0.1;
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r2.g -= 0.35;
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r2.b -= 0.5;
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r2 += 0.35;
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tex.rgb = lerp(tex.rgb,r2,_Distortion);
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float4 c = float4(tex.rgb,tex.a * 1 - _Alpha);
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o.Albedo = c.rgb * c.a;
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o.Alpha = c.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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} |