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97 lines
2.3 KiB
GLSL
97 lines
2.3 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/DesintegrationFX"
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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("_Color", Color) = (1,1,1,1)
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_Distortion("Distortion", Range(0,1)) = 0
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_ColorX("Tint", Color) = (1,1,1,1)
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_Size("Size", 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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float _Distortion;
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float4 _Color;
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float4 _ColorX;
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float _Alpha;
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float _Size;
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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 r(float2 c)
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{
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return frac(43.*sin(c.x + 7.*c.y)*_Size);
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}
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float n(float2 p)
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{
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float2 i = floor(p), w = p - i, j = float2 (1.,0.);
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w = w*w*(3. - w - w);
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return lerp(lerp(r(i), r(i + j), w.x), lerp(r(i + j.yx), r(i + 1.), w.x), w.y);
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}
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float a(float2 p)
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{
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float m = 0., f = 2.;
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for (int i = 0; i<9; i++) { m += n(f*p) / f; f += f; }
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return m;
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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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float4 tex = tex2D(_MainTex, uv) * IN.color;
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float t = frac(_Distortion*0.9999);
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float4 c = smoothstep(t / 1.2, t + .1, a(3.5*uv));
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c = tex*c;
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c.r = lerp(c.r,c.r*(1 - c.a) + _ColorX.r,_Distortion);
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c.g = lerp(c.g,c.g*(1 - c.a) + _ColorX.g,_Distortion);
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c.b = lerp(c.b,c.b*(1 - c.a) + _ColorX.b,_Distortion);
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float4 r = float4(c.rgb,c.a * 1 - _Alpha);
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o.Albedo = r.rgb * r.a;
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o.Alpha = r.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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} |