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143 lines
2.9 KiB
GLSL
143 lines
2.9 KiB
GLSL
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
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/// http://vetasoft.store/2dxfx/ //
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//////////////////////////////////////////////
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Shader "2DxFX/Standard/Ice"
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{
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Properties
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{
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[HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {}
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[HideInInspector] _MainTex2 ("Pattern (RGB)", 2D) = "white" {}
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[HideInInspector] _Alpha ("Alpha", Range (0,1)) = 1.0
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[HideInInspector] _Color ("Tint", Color) = (1,1,1,1)
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[HideInInspector] _Value1 ("_Value1", Range (0,1)) = 0
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[HideInInspector] _Value2 ("_Value2", Range (0,1)) = 0
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[HideInInspector] _Value3 ("_Value3", Range (0,1)) = 0
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[HideInInspector] _Value4 ("_Value4", Range (0,1)) = 0
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[HideInInspector] _Value5 ("_Value5", Range (0,1)) = 0
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// required for UI.Mask
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _MainTex2;
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float4 _Color;
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float _Alpha;
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float _Value1;
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float _Value2;
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float _Value3;
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float _Value4;
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float _Value5;
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float4 frag(v2f IN) : COLOR
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{
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float speed=_Value1;
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float2 uv=IN.texcoord;
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uv+=float2(0,0);
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uv/=8;
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uv/=1.4;
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uv-=float2(-0.022,-0.022);
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float tm=_Time;
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uv.x += floor(fmod(tm*speed, 1.0)*8)/8;
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uv.y += (1-floor(fmod(tm*speed/8, 1.0)*8)/8);
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float4 t2 = tex2D(_MainTex2, uv);
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t2.rgb=t2.bgg;
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t2.b+=0.1;
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uv=IN.texcoord;
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uv/=8;
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uv+=float2(-0.05,0);
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tm+=0.2;
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uv/=1.4;
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uv-=float2(-0.022,-0.022);
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uv.x += floor(fmod(tm*speed, 1.0)*8)/8;
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uv.y += (1-floor(fmod(tm*speed/8, 1.0)*8)/8);
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float4 tx= tex2D(_MainTex2, uv);
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tx.rgb=tx.bgg;
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tx.b+=0.1;
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t2 += tx;
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uv=IN.texcoord;
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uv/=8;
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uv+=float2(-0.025,-0.02);
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tm+=0.4;
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uv/=1.4;
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uv-=float2(-0.022,-0.022);
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uv.x += floor(fmod(tm*speed, 1.0)*8)/8;
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uv.y += (1-floor(fmod(tm*speed/8, 1.0)*8)/8);
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tx= tex2D(_MainTex2, uv);
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tx.rgb=tx.bgg;
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tx.b+=0.1;
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t2 += tx;
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float4 t = tex2D(_MainTex, IN.texcoord+float2(t2.g/64,t2.g/64))*IN.color;
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t2.a = t.a;
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t.rgb+=t2*_Value2;
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return float4(t.rgb,t.a*(1-_Alpha));
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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} |