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130 lines
2.5 KiB
GLSL
130 lines
2.5 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/PlasmaShield"
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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(4,128)) = 4
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_Color ("Tint", Color) = (1,1,1,1)
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_ColorX ("Tint", Color) = (1,1,1,1)
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_Offset ("Offset", Range(4,128)) = 4
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_Alpha ("Alpha", Range (0,1)) = 1.0
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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 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 : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _Offset;
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float _TimeX;
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float _Alpha;
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float4 _Color;
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float4 _ColorX;
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float _Size;
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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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{
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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 * _Size;
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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(_ColorX.r, _ColorX.g, _ColorX.b,1-r+(1.-_ColorX.a));
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}
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float4 plasma(float2 uv)
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{
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_TimeX=_Time.y;
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float a = 1.1 + _TimeX * 2.25+_Offset;
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float x1=2.0*uv.x;
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float n = sin(a + x1) + sin(a - x1) + 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);
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float3 nx=tex2D(_MainTex, uv);
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n += nx.r * 0.2 + nx.g * 0.4 + nx.b * 0.2;
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return rainbow(n);
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}
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float4 frag (v2f i) : COLOR
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{
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float alpha = tex2D(_MainTex, i.texcoord).a;
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float4 sortie=plasma(i.texcoord);
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sortie.a=sortie.a*alpha-_Alpha;
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return sortie*i.color;
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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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} |