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85 lines
2.0 KiB
GLSL
85 lines
2.0 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
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/// http://unity3D.vetasoft.com/ //
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//////////////////////////////////////////////
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Shader "2DxFX/AL/CompressionFX"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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_Distortion("Distortion", Range(0,1)) = 0
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_Alpha("Alpha", Range(0,1)) = 1.0
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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_BlendOp("_BlendOp",Float) = 0
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[HideInInspector]_Z("_Z", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite[_Z]
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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float4 _Color;
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float _Distortion;
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float _Alpha;
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struct Input
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{
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float2 uv_MainTex;
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float4 color;
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};
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void vert(inout appdata_full v, out Input o)
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{
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v.vertex = UnityPixelSnap(v.vertex);
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color;
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}
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float rng2(float2 seed)
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{
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return frac(sin(dot(seed * floor(50 + (_Time + 0.1) * 12.), float2(127.1, 311.7))) * 43758.5453123);
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}
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float rng(float seed)
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{
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return rng2(float2(seed, 1.0));
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 uv = IN.uv_MainTex;
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float2 blockS = floor(uv * float2(24., 19.))*4.0;
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float2 blockL = floor(uv * float2(38., 14.))*4.0;
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float r = rng2(uv);
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float lineNoise = pow(rng2(blockS), 3.0) *_Distortion* pow(rng2(blockL), 3.0);
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float4 col1 = tex2D(_MainTex, uv + float2(lineNoise * 0.02 * rng(2.0), 0))*IN.color;
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float4 result;
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result = float4(float3(col1.x, col1.y, col1.z), 1.0);
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result.a = col1.a * 1 - _Alpha;
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o.Albedo = result.rgb * result.a;
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o.Alpha = result.a;
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clip(o.Alpha - 0.05);
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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} |