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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_BlackHole.shader

117 lines
2.7 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/BlackHole"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("_Color", Color) = (1,1,1,1)
_Size("Size", Range(0,1)) = 0
_Distortion("Distortion", Range(0,1)) = 0
_Hole("Hole", Range(0,1)) = 0
_Speed("Speed", Range(0,1)) = 0
_Alpha("Alpha", Range(0,1)) = 1.0
_Color("ColorX", Color) = (1,1,1,1)
[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;
float4 _Color;
float4 _ColorX;
float _Size;
float _Distortion;
float _Hole;
float _Speed;
float _Alpha;
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;
}
float4 hole(sampler2D tex, float2 uv, float time)
{
float radius = 0.5;
float2 center = float2(0.5,0.5);
float2 tc = uv - center;
float dist = length(tc);
if (dist < radius)
{
float percent = (radius - dist) / radius;
float theta = percent * percent * (2.0 * sin(time)) * 8.0;
float s = sin(theta);
float c = cos(theta);
tc = float2(dot(tc, float2(c, -s)), dot(tc, float2(s, c)));
}
tc += center;
float4 color = tex2D(tex, tc);
return color;
}
void surf(Input IN, inout SurfaceOutput o)
{
_Speed *= 5.0f;
float2 uv = (IN.uv_MainTex - float2(0.5,0.5))*1.246;
float sinX = sin(_Speed * _Time);
float cosX = cos(_Speed * _Time);
float sinY = sinX;
float2x2 rotationMatrix = float2x2(cosX, -sinX, sinY, cosX);
uv.xy = mul(uv, rotationMatrix) + float2(0.5,0.5);
float dist = 1.0 - smoothstep(_Hole,_Hole + 0.15, length(float2(0.5,0.5) - uv));
float dista = 1.0 - smoothstep(0.25,0.5, length(float2(0.5,0.5) - uv));
float4 finalColor = hole(_MainTex, uv, _Distortion);
finalColor.rgb *= 1 - dist;
finalColor.a = finalColor.a*(1 - _Alpha);
finalColor.a *= dista*(1 - dist);
o.Albedo = finalColor.rgb * finalColor.a;
o.Alpha = finalColor.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}