You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
137 lines
2.7 KiB
GLSL
137 lines
2.7 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/StoneFX"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Base (RGB)", 2D) = "white" {}
|
|
_Distortion ("Distortion", Range(0,1)) = 0
|
|
_Alpha ("Alpha", Range (0,1)) = 1.0
|
|
_Deep ("Alpha", Range (0,1)) = 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 fragmentoption ARB_precision_hint_fastest
|
|
#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;
|
|
};
|
|
|
|
|
|
sampler2D _MainTex;
|
|
float _Distortion;
|
|
float _Alpha;
|
|
float _Deep;
|
|
|
|
v2f vert(appdata_t IN)
|
|
{
|
|
v2f OUT;
|
|
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
|
OUT.texcoord = IN.texcoord;
|
|
OUT.color = IN.color;
|
|
|
|
return OUT;
|
|
}
|
|
|
|
|
|
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 plasma(float2 uv)
|
|
{
|
|
float2 tuv = uv;
|
|
uv *= 15.0;
|
|
float a = 1.1 + 20 * 2.25;
|
|
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);
|
|
n += tex2D(_MainTex, tuv).r * 11.2 + tex2D(_MainTex, tuv).g * 8.4 + tex2D(_MainTex, tuv).b * 4.2;
|
|
|
|
return rainbow(n*_Deep);
|
|
}
|
|
|
|
|
|
|
|
float4 frag (v2f i) : COLOR
|
|
{
|
|
float2 uv = i.texcoord.xy ;
|
|
|
|
float4 tex = tex2D(_MainTex, i.texcoord+float2(sin(_Distortion*64)/512,0));
|
|
float lum = (tex.r+tex.b+tex.g)/3;
|
|
float a=lum;
|
|
float rate=0.2;
|
|
float r=a*(1-rate);
|
|
r=r+(1*(rate/2));
|
|
if (r>0.6) r=0.6;
|
|
if (r<0.2) r=0.2;
|
|
float4 sortie=plasma(i.texcoord);
|
|
sortie+=plasma(float2(i.texcoord.y,i.texcoord.x));
|
|
float3 r2= r-(1-sortie.a)/8;
|
|
tex.rgb=lerp(tex.rgb,r2,_Distortion);
|
|
return float4(tex.rgb,tex.a*1-_Alpha);
|
|
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
Fallback "Sprites/Default"
|
|
|
|
} |