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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_MetalFX.shader

139 lines
3.2 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/MetalFX"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("_Color", Color) = (1,1,1,1)
_Distortion("Distortion", Range(0,1)) = 0
_Alpha("Alpha", Range(0,1)) = 1.0
[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
[HideInInspector]_DstBlend("_DstBlend", Float) = 0
[HideInInspector]_BlendOp("_BlendOp",Float) = 0
[HideInInspector]_Z("_Z", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite[_Z]
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
float _Distortion;
float _Alpha;
float4 _Color;
struct Input
{
float2 uv_MainTex;
float4 color;
};
void vert(inout appdata_full v, out Input o)
{
v.vertex = UnityPixelSnap(v.vertex);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color * _Color;
}
float3 Metal(float _t)
{
float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t)
/ (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t);
float v = (0.317398726 + 4.22806245e-5*_t + 4.20481691e-8*_t*_t)
/ (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t);
float x = 3.0 * u / (2.0 * u - 8.0 * v + 4.0);
float y = 2.0 * v / (2.0 * u - 8.0 * v + 4.0);
float z = 1.0 - x - y;
float Y = 1.0;
float X = (Y / y) * x;
float Z = (Y / y) * z;
float3 RGB = float3(Z,Y,X) / _Distortion;
RGB.x = RGB.x * pow(0.0006*_t, 4.0);
RGB.y = RGB.y * pow(0.0004*_t, 4.0);
RGB.z = RGB.z * pow(0.0004*_t, 4.0);
return RGB;
}
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 *= 2.5;
float a = 1.1 + _Time / 4 * 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 * 0.2 + tex2D(_MainTex, tuv).g * 0.4 + tex2D(_MainTex, tuv).b * 0.2;
return rainbow(n);
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 uv = IN.uv_MainTex;
float4 noise = tex2D(_MainTex, uv)* IN.color;
float lum = dot(noise.rgb, float3 (0.4126, 0.8152, 0.1722));
float maxTemp = 4000.0;
float tempScale = maxTemp;
float3 c = Metal(lum * tempScale);
float alpha = tex2D(_MainTex, IN.uv_MainTex).a;
float4 sortie = plasma(IN.uv_MainTex);
sortie.a = sortie.a*alpha - _Alpha;
sortie.rgb = c.rgb + (1 - sortie.a);
sortie.rgb = 0.1 + sortie.rgb / 2 + dot(sortie.rgb, float3 (0.2126, 0.2152, 0.1722));
float4 r = float4(sortie.rgb,noise.a * 1 - _Alpha);
o.Albedo = r.rgb * r.a;
o.Alpha = r.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}