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131 lines
3.0 KiB
GLSL
131 lines
3.0 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/Frozen"
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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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float hardLight( float s, float d )
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{
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return (s < 0.5) ? 2.0 * s * d : 1.0 - 2.0 * (1.0 - s) * (1.0 - d);
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}
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float3 hardLight( float3 s, float3 d )
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{
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float3 c=float3(0,0,0);
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c.x = hardLight(s.x,d.x);
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c.y = hardLight(s.y,d.y);
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c.z = hardLight(s.z,d.z);
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return c;
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}
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float4 frag(v2f IN) : COLOR
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{
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float speed=_Time*2;
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float2 uv=IN.texcoord;
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uv=uv*(1-(_Value2*0.4))+float2(_Value2*0.2,_Value2*0.2);
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float4 t2 = tex2D(_MainTex2, uv);
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uv=uv*(1-(_Value2*0.4))+float2(_Value2*0.2,_Value2*0.2);
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float4 t3 = tex2D(_MainTex2, uv)*2;
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uv=IN.texcoord+float2(-_Value2-speed,0);
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float4 t4 = tex2D(_MainTex2, uv+float2(t2.r,t2.r))*0.5;
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float tx=t3.b;
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tx=lerp(0,t3.b*0.015,_Value2);
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float4 td = tex2D(_MainTex, IN.texcoord)*IN.color;
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float4 t = tex2D(_MainTex, IN.texcoord+float2(tx,tx))*IN.color;
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t2.a = t.a;
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t2.rgb = float3(t2.r/10,t2.r/1.5,t2.r);
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float g = (t.r+t.g+t.b)/3;
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float3 r = smoothstep(_Value1,_Value1+0.1,g)+.2;
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t.rgb=lerp(t.rgb,hardLight(g,t2.rgb)+t2.b*r*t3.b+t4.g,_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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} |