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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_FlameAdditive.shader

140 lines
2.9 KiB
Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/FlameAdditive"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
_Speed ("_Speed", Range(4,128)) = 4
_Intensity ("_Intensity", Range(4,128)) = 4
_Color ("_Color", Color) = (1,1,1,1)
_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 One 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;
sampler2D _MainTex2;
float _Speed;
float _Intensity;
float _Alpha;
float4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
// -----------------------------------------------
float4 frag (v2f i) : COLOR
{
float2 uv = i.texcoord.xy;
float2 _uv = uv;
float _TimeX=_Time*128*_Speed;
uv -= float2(0.5,0.5);
float2 centerUV = uv;
float2 offset = float2(0.0, -_TimeX * 0.15);
// flame thickness
float2 uv2=i.texcoord+offset;
float2 uv3=i.texcoord+offset*1.5;
uv2.y/=16;
uv3.y/=12;
float flame = 1.3 - length(uv.x) * 3.0;
float4 t3 = tex2D(_MainTex2,uv3);
float4 t2 = tex2D(_MainTex2,uv2);
float variationH = t3.g-t2.g;
uv2.x += i.texcoord.y*cos(_TimeX)/8;
float4 t = tex2D(_MainTex, float2(uv2.x,i.texcoord.y));
flame *= smoothstep(1., variationH * _Intensity, _uv.y);
flame = clamp(flame, 0.0, 1.0);
flame = pow(flame, 3.);
flame /= smoothstep(1.1, -0.1, _uv.y*t.a);
// colors
flame *= t.a;
// colors
float4 col = lerp(float4(1.0, 1., 0.0, 0.0), float4(1.0, 1.0, .6, 0.0), flame);
col = lerp(float4(1.0, .0, 0.0, 0.0), col, smoothstep(0.0, 1.6, flame));
col = lerp(float4(0.0, .0, 1.0, 0.0), col, smoothstep(0.0, 0.7, flame));
t2=col*1.2;
t2.a = t2.r*flame*_Alpha;
return t2*i.color;
}
ENDCG
}
}
Fallback "Sprites/Default"
}