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136 lines
3.4 KiB
GLSL
136 lines
3.4 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/NewTeleportation"
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{
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Properties
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{
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[HideInInspector] _MainTex ("Base (RGB)", 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] _Distortion("_Distortion", 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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[HideInInspector] TeleportationColor ("Teleportation Color", 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 OneMinusSrcAlpha 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 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 : SV_POSITION;
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float4 color : COLOR;
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};
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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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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 _Distortion;
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float4 TeleportationColor;
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float _HDR_Intensity;
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float _Value2;
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float _Fade;
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float4 frag(v2f IN) : COLOR
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{
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float2 uv=IN.texcoord;
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float4 txt1 = tex2D(_MainTex, uv);
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float talpha = txt1.a;
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float step2 = smoothstep(0.3, 1, _Fade);
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float4 txt2 = tex2D(_MainTex2, uv - float2(0, step2*0.4));
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float4 txt2r = tex2D(_MainTex2, uv+float2(txt2.r*0.3,txt2.r*0.2));
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float4 rtxt = txt2.r;
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rtxt.a = talpha;
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float3 blue = float3(0.2+txt2r.r*0.3, 0.3 + txt2r.r*0.5, 0.6 + txt2r.r)*TeleportationColor.rgb;
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float step1 = smoothstep( 0, 0.2, _Fade);
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float hdr = lerp(1, _HDR_Intensity, step1);
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rtxt.rgb = lerp(txt1.rgb, txt1.rgb*.25+blue, step1);
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step1 = smoothstep(0.1, 0.35, _Fade);
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rtxt.rgb = lerp(rtxt.rgb, blue *TeleportationColor.rgb + TeleportationColor.rgb, step1);
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step1 = smoothstep(0.35, 1.3, _Fade);
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float btw = smoothstep(step1, step1 + 0.01, txt2r.b);
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float btwa = btw;
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float4 txt3 = tex2D(_MainTex2, uv - float2(txt2.r*0.05*_Distortion, _Fade*2))*8;
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btwa += txt3.g*2;
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step2 = smoothstep(0.12, 1.3, _Fade);
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rtxt.rgb = lerp(rtxt.rgb, float3(1.65,1.65,1.65), saturate(txt3.g*step2))*hdr;
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btw = txt2.r*btw + (1 - step1 * 2);
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btw *= btwa*talpha;
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step1 = smoothstep(0.1, 0.6, _Fade);
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rtxt.a = lerp(rtxt.a, btw, step1);
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step1 = smoothstep(0.9, 1, _Fade);
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rtxt.a = lerp(rtxt.a, 0, step1);
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rtxt.a = saturate(rtxt.a)*(1-_Alpha);
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return rtxt;
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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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} |