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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_CompressionFX.shader

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2.3 KiB
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/CompressionFX"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("_Color", Color) = (1,1,1,1)
_Distortion ("Distortion", Range(0,1)) = 0
_Alpha ("Alpha", Range (0,1)) = 1.0
// required for UI.Mask
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _Color;
float _Distortion;
float _Alpha;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float rng2(float2 seed)
{
return frac(sin(dot(seed * floor(50+(_Time+0.1) * 12.), float2(127.1,311.7))) * 43758.5453123);
}
float rng(float seed)
{
return rng2(float2(seed, 1.0));
}
float4 frag (v2f i) : COLOR
{
float2 uv = i.texcoord.xy;
float2 blockS = floor(uv * float2(24., 19.))*4.0;
float2 blockL = floor(uv * float2(38., 14.))*4.0;
float r = rng2(uv);
float lineNoise = pow(rng2(blockS), 3.0) *_Distortion* pow(rng2(blockL), 3.0);
float4 col1 = tex2D(_MainTex, uv + float2(lineNoise * 0.02 * rng(2.0), 0))*i.color;
float4 result= float4(float3(col1.x, col1.y, col1.z), 1.0);
result.a = col1.a*1-_Alpha;
return result;
}
ENDCG
}
}
Fallback "Sprites/Default"
}