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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_BurningFX.shader

93 lines
2.3 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/BurningFX"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_Distortion("Distortion", Range(0,1)) = 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;
float4 _Color;
float _Distortion;
float _Alpha;
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;
}
inline float3 Burn(float _t)
{
float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t) / (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t);
float v = (0.317398726 + 4.22806245e-5*_t + 4.20481691e-8*_t*_t) / (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t);
float kuv = 2.0 * u - 8.0 * v + 4.0;
float x = 3.0 * u / kuv;
float y = 2.0 * v / kuv;
float z = 1.0 - x - y;
float Y = 1.0;
float YY = Y / y;
float X = YY * x;
float Z = YY * z;
float3 RGB = float3(X,Y,Z);
RGB.x = RGB.x * pow(0.0006*_t*_Distortion, 4.0) / _Distortion;
RGB.y = RGB.y * pow(0.0004*_t*_Distortion, 4.0) / _Distortion;
RGB.z = RGB.z * pow(0.0004*_t*_Distortion, 4.0)*_Distortion;
return RGB;
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 uv = IN.uv_MainTex;
float4 noise = tex2D(_MainTex, uv)* IN.color;
float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722));
float3 c = Burn(lum * 4000.0);
c = c + noise.rgb;
float4 r = float4(c,noise.a * 1 - _Alpha);
o.Albedo = r.rgb * r.a;
o.Alpha = r.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}