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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_Fire.shader

142 lines
2.8 KiB
GLSL

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/Fire"
{
Properties
{
[HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {}
[HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {}
[HideInInspector] _Alpha ("Alpha", Range (0,1)) = 1.0
[HideInInspector] _Color ("Tint", Color) = (1,1,1,1)
[HideInInspector] _Value1 ("_Value1", Range (0,1)) = 0
[HideInInspector] _Value2 ("_Value2", Range (0,1)) = 0
[HideInInspector] _Value3 ("_Value3", Range (0,1)) = 0
[HideInInspector] _Value4 ("_Value4", Range (0,1)) = 0
[HideInInspector] _Value5 ("_Value5", Range (0,1)) = 0
// 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 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;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
sampler2D _MainTex;
sampler2D _MainTex2;
float4 _Color;
float _Alpha;
float _Value1;
float _Value2;
float _Value3;
float _Value4;
float _Value5;
float4 frag(v2f IN) : COLOR
{
float speed=_Value1;
float2 uv=IN.texcoord;
uv/=8;
uv/=1.4;
uv-=float2(-0.022,-0.022);
float tm=_Time;
uv.x += floor(fmod(tm*speed, 1.0)*8)/8;
uv.y += (1-floor(fmod(tm*speed/8, 1.0)*8)/8);
float4 t2 = tex2D(_MainTex2, uv);
uv=IN.texcoord;
uv/=8;
uv+=float2(-0.05,0);
tm+=0.2;
uv/=1.4;
uv-=float2(-0.022,-0.022);
uv.x += floor(fmod(tm*speed, 1.0)*8)/8;
uv.y += (1-floor(fmod(tm*speed/8, 1.0)*8)/8);
t2 += tex2D(_MainTex2, uv);
uv=IN.texcoord;
uv/=8;
uv+=float2(-0.025,-0.02);
tm+=0.4;
uv/=1.4;
uv-=float2(-0.022,-0.022);
uv.x += floor(fmod(tm*speed, 1.0)*8)/8;
uv.y += (1-floor(fmod(tm*speed/8, 1.0)*8)/8);
t2 += tex2D(_MainTex2, uv);
float4 t = tex2D(_MainTex, IN.texcoord+float2(t2.r/64,t2.r/64))*IN.color;
t2.a = t.a;
t.rgb+=t2*_Value2;
return float4(t.rgb,t.a*(1-_Alpha));
}
ENDCG
}
}
Fallback "Sprites/Default"
}