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184 lines
3.9 KiB
GLSL
184 lines
3.9 KiB
GLSL
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
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/// http://vetasoft.store/2dxfx/ //
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//////////////////////////////////////////////
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Shader "2DxFX/Standard/Hologram3"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Size ("Size", Range(0,1)) = 0
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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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_Color ("_Color", Color) = (1,1,1,1)
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_ColorX ("_ColorX", Color) = (1,1,1,1)
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// required for UI.Mask
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
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ZWrite Off Blend SrcAlpha One Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _Size;
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float _Distortion;
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float _Alpha;
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float4 _Color;
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float4 _ColorX;
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float _TimeX;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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inline float mod(float x,float modu) {
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return x - floor(x * (1.0 / modu)) * modu;
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}
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inline float noise(float2 p)
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{
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_TimeX=_Time.y;
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float sample = tex2D(_MainTex,float2(.2,0.2*cos(_TimeX))*_TimeX*8. + p*1.).x;
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sample *= sample;
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return sample;
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}
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inline float onOff(float a, float b, float c)
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{
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_TimeX=_Time.y;
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return step(c, sin(_TimeX + a*cos(_TimeX*b)));
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}
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inline float ramp(float y, float start, float end)
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{
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float inside = step(start,y) - step(end,y);
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float fact = (y-start)/(end-start)*inside;
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return (1.-fact) * inside;
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}
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inline float stripes(float2 uv)
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{
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_TimeX=_Time.y;
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float noi = noise(uv*float2(0.5,1.) + float2(6.,3.))*_Distortion*3;
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return ramp(mod(uv.y*4. + _TimeX/2.+sin(_TimeX + sin(_TimeX*0.63)),1.),.5,.6)*noi;
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}
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inline float4 getVideo(float2 uv)
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{
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_TimeX=_Time.y;
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float2 look = uv;
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float window = 4./(1.+20.*(look.y-mod(_TimeX/1.,1.))*(look.y-mod(_TimeX/10.,1.)));
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look.x = look.x + sin(look.y*30. + _TimeX)/(50.*_Distortion)*onOff(1.,4.,.3)*(1.+cos(_TimeX*80.))*window;
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float vShift = .4*onOff(2.,3.,.9)*(sin(_TimeX)*sin(_TimeX*200.) +
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(0.5 + 0.1*sin(_TimeX*20.)*cos(_TimeX)));
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look.y = mod(look.y + vShift, 1.);
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float4 video = float4(0,0,0,0);
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video.r = tex2D(_MainTex,look-float2(.05,0.)*onOff(2.,1.5,.9)).r;
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float4 videox=tex2D(_MainTex,look);
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video.g = videox.g;
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video.b = tex2D(_MainTex,look+float2(.05,0.)*onOff(2.,1.5,.9)).b;
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video.a = videox.a;
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return video;
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}
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inline float2 screenDistort(float2 uv)
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{
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uv -= float2(.5,.5);
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uv = uv*4.2*(1./4.2+2.*uv.x*uv.x*uv.y*uv.y);
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uv += float2(.5,.5);
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return uv;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 uv = i.texcoord.xy;
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float alpha = tex2D(_MainTex,uv).a;
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uv = screenDistort(uv);
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float4 video = getVideo(uv)*i.color;
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_TimeX=_Time.y;
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float vigAmt = 3.+.3*sin(_TimeX + 5.*cos(_TimeX*5.));
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float vignette = (1.-vigAmt*(uv.y-.5)*(uv.y-.5))*(1.-vigAmt*(uv.x-.5)*(uv.x-.5));
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video += stripes(uv);
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video += noise(uv*2.)/2.;
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video.r *= vignette;
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video.rgb=video.r*_ColorX;
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video *= (12.+mod(uv.y*30.+_TimeX,1.))/13.;
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video.a=video.a+(frac(sin(dot(uv.xy*_TimeX,float2(12.9898,78.233))) * 43758.5453))*.5;
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video.a=(video.a*.4)*alpha*vignette*4*(1-_Alpha)*i.color.a;
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return video;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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} |