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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_Distortion_Additive....

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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/Distortion_Additive"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_OffsetX ("OffsetX", Range(0,128)) = 0
_OffsetY ("OffsetY", Range(0,128)) = 0
_DistanceX ("DistanceX", Range(0,1)) = 0
_DistanceY ("DistanceY", Range(0,1)) = 0
_WaveTimeX ("WaveTimeX", Range(0,360)) = 0
_WaveTimeY ("WaveTimeY", Range(0,360)) = 0
_Color ("Tint", Color) = (1,1,1,1)
_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 One 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
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 _OffsetX;
float _OffsetY;
float4 _Color;
float _DistanceX;
float _DistanceY;
float _WaveTimeX;
float _WaveTimeY;
float _Alpha;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
float2 p=IN.texcoord;
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float4 frag(v2f IN) : COLOR
{
float2 p=IN.texcoord;
p.x= p.x+sin(p.y*_OffsetX+_WaveTimeX)*_DistanceX;
p.y= p.y+cos(p.x*_OffsetY+_WaveTimeY)*_DistanceY;
float4 mainColor = tex2D(_MainTex, p)* IN.color;
mainColor.a-=_Alpha;
return mainColor;
}
ENDCG
}
}
Fallback "Sprites/Default"
}