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100 lines
2.4 KiB
GLSL
100 lines
2.4 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/Jelly"
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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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_RandomPos("RandomPos", Range(0,1)) = 0
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_Inside("Inside", Range(0,1)) = 0
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_Alpha("Alpha", Range(0,1)) = 1.0
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_Speed("Speed", 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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float _RandomPos;
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float _Inside;
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float _Alpha;
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float _Speed;
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float4 _Color;
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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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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 uv = IN.uv_MainTex;
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float time = _Time*_Speed * 200 + _RandomPos;
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uv.x += (sin(uv.y + time) * 0.019*_Distortion);
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uv.y += (cos(uv.x + time) * 0.009*_Distortion);
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uv.x = lerp(uv.x,IN.uv_MainTex.x,1 - IN.uv_MainTex.y);
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uv.y = lerp(uv.y,IN.uv_MainTex.y,1 - IN.uv_MainTex.y);
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float4 rcol = tex2D(_MainTex, uv)* IN.color;
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uv = IN.uv_MainTex;
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uv.x += (sin(uv.y + time) * 0.019*_Distortion*_Inside);
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uv.y += (cos(uv.x + time) * 0.009*_Distortion*_Inside);
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uv.x = lerp(uv.x,IN.uv_MainTex.x,1 - IN.uv_MainTex.y);
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uv.y = lerp(uv.y,IN.uv_MainTex.y,1 - IN.uv_MainTex.y);
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float2 scaleCenter = float2(0.5f, 0.5f);
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uv = (uv - scaleCenter) * (_Inside)+scaleCenter;
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float4 rcol2 = (tex2D(_MainTex, uv)* IN.color);
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rcol.rgb = lerp(rcol.rgb,rcol.rgb / 2,rcol2.a);
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rcol2.rgb /= 2 + (1 - _Inside);
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rcol.rgb += rcol2.rgb*rcol2.a;
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rcol.a = rcol.a * 1 - _Alpha;
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o.Albedo = rcol.rgb * rcol.a;
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o.Alpha = rcol.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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} |