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99 lines
2.5 KiB
GLSL
99 lines
2.5 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
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/// http://unity3D.vetasoft.com/ //
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//////////////////////////////////////////////
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Shader "2DxFX/AL/Blood"
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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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[PerRendererData] _MainTex2("Sprite Texture2", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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_Distortion("Distortion", Range(0,1)) = 0
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_Alpha("Alpha", Range(0,1)) = 1.0
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_Speed("Speed", Range(0,1)) = 1.0
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EValue("EValue", Range(0,1)) = 1.0
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Light("Light", Range(0,1)) = 1.0
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TurnToLiquid("TurnToLiquid", Range(0,1)) = 1.0
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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_BlendOp("_BlendOp",Float) = 0
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[HideInInspector]_Z("_Z", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite[_Z]
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
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#pragma target 3.0
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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 _Distortion;
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float _Speed;
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float EValue;
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float Light;
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float TurnToLiquid;
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struct Input
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{
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float2 uv_MainTex;
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float4 color;
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};
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void vert(inout appdata_full v, out Input o)
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{
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v.vertex = UnityPixelSnap(v.vertex);
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 p = IN.uv_MainTex;
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float c1 = 1;
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float noffset = TurnToLiquid*sin(p.x * 16 * (TurnToLiquid + 1)) / 2;
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float _ClipUp = 1 - TurnToLiquid * 2;
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float Mix = TurnToLiquid + _Distortion;
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c1 = saturate(((1 + noffset) / (1 - _ClipUp + 0.04))*(1 - IN.uv_MainTex.y) - noffset);
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float r = 1 - c1;
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float2 p2 = IN.uv_MainTex;
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p2.y += TurnToLiquid - 0.2;
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p2 /= 2 / (1 + Mix / 8);
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float4 col2 = tex2D(_MainTex2,p2);
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col2 *= Mix * 20;
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p += float2(col2.r / 32,col2.g / 32);
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p.x -= Mix / 4;
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p.x += noffset / 4;
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p.y -= _Distortion / 2.3;
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float4 col = tex2D(_MainTex,p)* IN.color;
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col.rgb += r / 2;
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col.r += col2.r / 8;
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col.gb -= col2.gb / 8;
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float alpha = 1 - ((0.4 + p.y)*TurnToLiquid * 2);
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float4 c = float4(col.rgb,col.a*alpha*(1 - _Alpha));
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o.Albedo = c.rgb * c.a;
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o.Alpha = c.a;
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clip(o.Alpha - 0.05);
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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} |