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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_WoodFX.shader

117 lines
2.5 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/WoodFX"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Distortion("Distortion", Range(0,1)) = 0
_Alpha("Alpha", Range(0,1)) = 1.0
[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
[HideInInspector]_DstBlend("_DstBlend", Float) = 0
[HideInInspector]_BlendOp("_BlendOp",Float) = 0
[HideInInspector]_Z("_Z", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite[_Z]
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
float _Distortion;
float _Deep;
float _Alpha;
struct Input
{
float2 uv_MainTex;
float4 color;
};
void vert(inout appdata_full v, out Input o)
{
v.vertex = UnityPixelSnap(v.vertex);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color ;
}
inline float mod(float x,float modu)
{
return x - floor(x * (1.0 / modu)) * modu;
}
float4 rainbow(float t)
{
t = mod(t,1.0);
float tx = t * 6.0;
float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);
return float4(1.0, 1.0, 1.0,r);
}
float4 Wood(float2 uv)
{
float2 tuv = uv;
uv *= 10.0;
float a = 46.1f;
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);
n = mod(((5.0 + n) / 5.0), 1.0)*_Deep;
n += tex2D(_MainTex, tuv).r * 11.2 + tex2D(_MainTex, tuv).g * 8.4 + tex2D(_MainTex, tuv).b * 4.2;
return rainbow(n*_Deep);
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 uv = IN.uv_MainTex;
float4 tex = tex2D(_MainTex, IN.uv_MainTex + float2(sin(_Distortion * 64) / 512,0))* IN.color;
float lum = dot(tex.rgb, float3(.22, .17, .571));
float rate = 0.3;
float r = lum*0.7;
r += 0.15;
if (r>0.6) r = 0.6;
if (r<0.3) r = 0.3;
float4 sortie = Wood(IN.uv_MainTex);
sortie -= Wood(IN.uv_MainTex + float2(-0.05,0.02)) / 2.0;
float3 r2 = r - (1 - sortie.a) / 8;
float3 tex2;
r2.r -= 0.1;
r2.g -= 0.35;
r2.b -= 0.5;
r2 += 0.35;
tex.rgb = lerp(tex.rgb,r2,_Distortion);
float4 c = float4(tex.rgb,tex.a * 1 - _Alpha);
o.Albedo = c.rgb * c.a;
o.Alpha = c.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Sprites/Default"
}