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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_BurningFX.shader

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2.6 KiB
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/BurningFX"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("_Color", Color) = (1,1,1,1)
_Distortion ("Distortion", Range(0,1)) = 0
_Alpha ("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;
float4 _Color;
float _Distortion;
float _Alpha;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
inline float3 Burn(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 kuv = 2.0 * u - 8.0 * v + 4.0;
float x = 3.0 * u / kuv;
float y = 2.0 * v / kuv;
float z = 1.0 - x - y;
float Y = 1.0;
float YY = Y/y;
float X = YY * x;
float Z = YY * z;
float3 RGB = float3(X,Y,Z);
RGB.x = RGB.x * pow(0.0006*_t*_Distortion, 4.0)/_Distortion;
RGB.y = RGB.y * pow(0.0004*_t*_Distortion, 4.0)/_Distortion;
RGB.z = RGB.z * pow(0.0004*_t*_Distortion, 4.0)*_Distortion;
return RGB;
}
float4 frag (v2f i) : COLOR
{
float2 uv = i.texcoord.xy ;
float4 noise = tex2D(_MainTex, uv)*i.color;
float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722));
float3 c = Burn(lum * 4000.0);
c=c+noise.rgb;
return float4(c,noise.a*1-_Alpha);
}
ENDCG
}
}
Fallback "Sprites/Default"
}