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150 lines
4.1 KiB
GLSL
150 lines
4.1 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/TurnFire"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Fire_Displacement_Value("_Fire_Displacement_Value", Range(-0.3, 0.3)) = -0.026
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_Fire_Addition_Value("_Fire_Addition_Value", Range(0, 4)) = 0.464
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_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" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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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 fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t{
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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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sampler2D _MainTex;
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float _SpriteFade;
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float _Fire_Displacement_Value;
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float _Fire_Addition_Value;
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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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float Generate_Fire_hash2D(float2 x)
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{
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return frac(sin(dot(x, float2(13.454, 7.405)))*12.3043);
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}
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float Generate_Fire_voronoi2D(float2 uv, float precision)
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{
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float2 fl = floor(uv);
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float2 fr = frac(uv);
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float res = 1.0;
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for (int j = -1; j <= 1; j++)
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{
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for (int i = -1; i <= 1; i++)
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{
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float2 p = float2(i, j);
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float h = Generate_Fire_hash2D(fl + p);
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float2 vp = p - fr + h;
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float d = dot(vp, vp);
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res += 1.0 / pow(d, 8.0);
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}
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}
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return pow(1.0 / res, precision);
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}
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float4 Generate_Fire(float2 uv, float posX, float posY, float precision, float smooth, float speed, float black)
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{
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uv += float2(posX, posY);
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float t = _Time*60*speed;
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float up0 = Generate_Fire_voronoi2D(uv * float2(6.0, 4.0) + float2(0, -t), precision);
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float up1 = 0.5 + Generate_Fire_voronoi2D(uv * float2(6.0, 4.0) + float2(42, -t ) + 30.0, precision);
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float finalMask = up0 * up1 + (1.0 - uv.y);
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finalMask += (1.0 - uv.y)* 0.5;
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finalMask *= 0.7 - abs(uv.x - 0.5);
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float4 result = smoothstep(smooth, 0.95, finalMask);
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result.a = saturate(result.a + black);
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return result;
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}
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float4 Color_PreGradients(float4 rgba, float4 a, float4 b, float4 c, float4 d, float offset, float fade, float speed)
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{
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float gray = (rgba.r + rgba.g + rgba.b) / 3;
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gray += offset+(speed*_Time*20);
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float4 result = a + b * cos(6.28318 * (c * gray + d));
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result.a = rgba.a;
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result.rgb = lerp(rgba.rgb, result.rgb, fade);
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return result;
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}
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float2 SimpleDisplacementUV(float2 uv,float x, float y, float value)
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{
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return lerp(uv,uv+float2(x,y),value);
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _Generate_Fire_1 = Generate_Fire(i.texcoord,0,0,0.041,0.634,1,0);
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float2 _Simple_Displacement_1 = SimpleDisplacementUV(i.texcoord,0,_Generate_Fire_1.g*_Generate_Fire_1.a,_Fire_Displacement_Value);
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float4 _MainTex_1 = tex2D(_MainTex,_Simple_Displacement_1);
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float4 _PremadeGradients_1 = Color_PreGradients(_Generate_Fire_1,float4(1,0,0.13,1),float4(0.42,0.95,0,1),float4(0.99,0.68,0.99,1),float4(0.39,0.39,1,1),-0.41,1,0);
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_MainTex_1 = lerp(_MainTex_1,_MainTex_1*_MainTex_1.a + _PremadeGradients_1*_PremadeGradients_1.a,_Fire_Addition_Value * _MainTex_1.a);
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float4 FinalResult = _MainTex_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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FinalResult.rgb *= FinalResult.a;
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FinalResult.a = saturate(FinalResult.a);
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return FinalResult;
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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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}
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