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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Smoke.shader

110 lines
2.7 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/Smoke"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Pattern (RGB)", 2D) = "white" {}
[HideInInspector] _Alpha("Alpha", Range(0,1)) = 1.0
[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
[HideInInspector] _Color1("Tint", Color) = (1,1,1,1)
[HideInInspector] _Color2("Tint", Color) = (1,1,1,1)
[HideInInspector] _Value1("_Value1", Range(0,1)) = 0
[HideInInspector] _Value2("_Value2", Range(0,1)) = 0
[HideInInspector] _Value3("_Value3", Range(0,1)) = 0
[HideInInspector] _Value4("_Value4", Range(0,1)) = 0
[HideInInspector] _Value5("_Value5", 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;
sampler2D _MainTex2;
float4 _Color;
float4 _Color1;
float4 _Color2;
float _Alpha;
float _Value1;
float _Value2;
float _Value3;
float _Value4;
float _Value5;
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;
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 uv = IN.uv_MainTex;
uv += float2(-0.1,-0.1);
uv /= 8;
float tm = (_Value2 + 0.125) * 8;
uv.x += floor(fmod(tm, 1.0) * 8) / 8;
uv.y += (1 - floor(fmod(tm / 8, 1.0) * 8) / 8);
float4 t2 = tex2D(_MainTex2, uv) * _Color1;
uv = IN.uv_MainTex;
uv /= 8;
uv /= 1.8;
uv -= float2(-0.022,-0.022);
uv.x += floor(fmod(tm, 1.0) * 8) / 8;
uv.y += (1 - floor(fmod(tm / 8, 1.0) * 8) / 8);
t2 += tex2D(_MainTex2, uv)* _Color2;
float tr = dot(t2.rgb,1);
float x = tr / 32;
x = lerp(0,x,_Value2);
float4 t = tex2D(_MainTex, IN.uv_MainTex + float2(x,-x))*IN.color;
t.rgb = lerp(t.rgb,t2.rgb,_Value2);
float ta = tr*t.a - 0.1;
t.a = lerp(t.a,ta*(1 - _Value2),_Value2);
float4 c = float4(t.rgb,t.a*(1 - _Alpha));
o.Albedo = c.rgb * c.a;
o.Alpha = c.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Sprites/Default"
}