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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_WoodFX.shader

141 lines
2.8 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/WoodFX"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_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;
float _Distortion;
float _Deep;
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 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 Wood(float2 uv)
{
float2 tuv = uv;
uv *= 10.0;
float a = 46.1f;
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)*_Deep;
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 =dot(tex.rgb, float3(.22, .17, .571));
float rate=0.3;
float r=lum*0.7;
r+=0.15;
if (r>0.6) r=0.6;
if (r<0.3) r=0.3;
float4 sortie=Wood(i.texcoord);
sortie-=Wood(i.texcoord+float2(-0.05,0.02))/2.0;
float rrr=r-(1-sortie.a)/8;
float3 r2= float3(rrr,rrr,rrr);
float3 tex2=float3(0,0,0);
r2.r-=0.1;
r2.g-=0.35;
r2.b-=0.5;
r2+=0.35;
tex.rgb=lerp(tex.rgb,r2,_Distortion);
return float4(tex.rgb,tex.a*1-_Alpha);
}
ENDCG
}
}
Fallback "Sprites/Default"
}