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PlumberUltimateAds/Assets/2DxFX/ExtraShaders/Shader/Shake.shader

110 lines
2.6 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/Shake"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
Offset_X("Offset_X", Range(0, 0.05)) = 0
Offset_Y("Offset_Y", Range(0, 0.05)) = 0.004
Intensity_X("Intensity_X", Range(-3, 3)) = 1
Intensity_Y("Intensity_Y", Range(-3, 3)) = 1
Speed("Speed", Range(-1, 1)) = 0.161
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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
#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 _SpriteFade;
float Offset_X;
float Offset_Y;
float Intensity_X;
float Intensity_Y;
float Speed;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float2 AnimatedShakeUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy, float speed)
{
float time = sin(_Time * speed * 5000 * zoomx);
float time2 = sin(_Time * speed * 5000 * zoomy);
uv += float2(offsetx * time, offsety * time2);
return uv;
}
float4 frag (v2f i) : COLOR
{
float2 AnimatedShakeUV_1 = AnimatedShakeUV(i.texcoord,Offset_X,Offset_Y,Intensity_X,Intensity_Y,Speed);
float4 _MainTex_1 = tex2D(_MainTex,AnimatedShakeUV_1);
float4 FinalResult = _MainTex_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
FinalResult.rgb *= FinalResult.a;
FinalResult.a = saturate(FinalResult.a);
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}