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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Blood.shader

99 lines
2.5 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/Blood"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
[PerRendererData] _MainTex2("Sprite Texture2", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_Distortion("Distortion", Range(0,1)) = 0
_Alpha("Alpha", Range(0,1)) = 1.0
_Speed("Speed", Range(0,1)) = 1.0
EValue("EValue", Range(0,1)) = 1.0
Light("Light", Range(0,1)) = 1.0
TurnToLiquid("TurnToLiquid", 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;
sampler2D _MainTex2;
float4 _Color;
float _Alpha;
float _Distortion;
float _Speed;
float EValue;
float Light;
float TurnToLiquid;
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;
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 p = IN.uv_MainTex;
float c1 = 1;
float noffset = TurnToLiquid*sin(p.x * 16 * (TurnToLiquid + 1)) / 2;
float _ClipUp = 1 - TurnToLiquid * 2;
float Mix = TurnToLiquid + _Distortion;
c1 = saturate(((1 + noffset) / (1 - _ClipUp + 0.04))*(1 - IN.uv_MainTex.y) - noffset);
float r = 1 - c1;
float2 p2 = IN.uv_MainTex;
p2.y += TurnToLiquid - 0.2;
p2 /= 2 / (1 + Mix / 8);
float4 col2 = tex2D(_MainTex2,p2);
col2 *= Mix * 20;
p += float2(col2.r / 32,col2.g / 32);
p.x -= Mix / 4;
p.x += noffset / 4;
p.y -= _Distortion / 2.3;
float4 col = tex2D(_MainTex,p)* IN.color;
col.rgb += r / 2;
col.r += col2.r / 8;
col.gb -= col2.gb / 8;
float alpha = 1 - ((0.4 + p.y)*TurnToLiquid * 2);
float4 c = float4(col.rgb,col.a*alpha*(1 - _Alpha));
o.Albedo = c.rgb * c.a;
o.Alpha = c.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}