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

145 lines
3.8 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/SymbioseDistortion"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
Symbiose_Distance("Symbiose_Distance", Range(-0.3, 0.3)) = 0.215
Symbiose_Position("Symbiose_Position", Range(-1, 1)) = -0.249
Effect_Fading("Effect_Fading", Range(0, 1)) = 1
_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 Symbiose_Distance;
float Symbiose_Position;
float Effect_Fading;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float2 SimpleDisplacementRotativeUV(float2 uv, float4 rgba, float value, float value2)
{
float angle = value2 * 3.1415926;
float dist = rgba.r;
#define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)))
float2 uv2 = uv+rot(float2(dist-0.5, dist-0.5));
return lerp(uv, uv2, value);
}
float Generate_Fire_hash2D(float2 x)
{
return frac(sin(dot(x, float2(13.454, 7.405)))*12.3043);
}
float Generate_Fire_voronoi2D(float2 uv, float precision)
{
float2 fl = floor(uv);
float2 fr = frac(uv);
float res = 1.0;
for (int j = -1; j <= 1; j++)
{
for (int i = -1; i <= 1; i++)
{
float2 p = float2(i, j);
float h = Generate_Fire_hash2D(fl + p);
float2 vp = p - fr + h;
float d = dot(vp, vp);
res += 1.0 / pow(d, 8.0);
}
}
return pow(1.0 / res, precision);
}
float4 Generate_Fire(float2 uv, float posX, float posY, float precision, float smooth, float speed, float black)
{
uv += float2(posX, posY);
float t = 1;
float up0 = Generate_Fire_voronoi2D(uv * float2(6.0, 4.0) + float2(0, -t), precision);
float up1 = 0.5 + Generate_Fire_voronoi2D(uv * float2(6.0, 4.0) + float2(42, -t ) + 30.0, precision);
float finalMask = up0 * up1 + (1.0 - uv.y);
finalMask += (1.0 - uv.y)* 0.5;
finalMask *= 0.7 - abs(uv.x - 0.5);
float4 result = smoothstep(smooth, 0.95, finalMask);
result.a = saturate(result.a + black);
return result;
}
float4 frag (v2f i) : COLOR
{
float4 _Generate_Fire_1 = Generate_Fire(i.texcoord,-0.024,0.052,0.05,0.5,1,0);
float2 _Simple_Displacement_Rotative_1 = SimpleDisplacementRotativeUV(i.texcoord,_Generate_Fire_1,Symbiose_Distance,Symbiose_Position);
i.texcoord = lerp(i.texcoord,_Simple_Displacement_Rotative_1,Effect_Fading);
float4 SourceRGBA_1 = tex2D(_MainTex, i.texcoord);
SourceRGBA_1.a = lerp(float4(1,1,0,1).a * SourceRGBA_1.a, (1 - float4(1,1,0,1).a) * SourceRGBA_1.a,0);
float4 FinalResult = SourceRGBA_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}