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140 lines
3.2 KiB
GLSL
140 lines
3.2 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/GoldFX"
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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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_Color("_Color", 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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[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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float _Distortion;
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float _Alpha;
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float4 _Color;
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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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float3 Metal(float _t)
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{
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float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t)
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/ (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t);
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float v = (0.317398726 + 4.22806245e-5*_t + 4.20481691e-8*_t*_t)
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/ (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t);
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float x = 3.0 * u / (2.0 * u - 8.0 * v + 4.0);
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float y = 2.0 * v / (2.0 * u - 8.0 * v + 4.0);
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float z = 1.0 - x - y;
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float Y = 1.0;
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float X = (Y / y) * x;
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float Z = (Y / y) * z;
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float3 RGB = float3(X / 2,Y * 2,Z) / _Distortion;
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RGB.x = RGB.x * pow(0.0006*_t, 4.0);
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RGB.y = RGB.y * pow(0.0004*_t, 4.0);
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RGB.z = RGB.z * pow(0.0004*_t, 4.0);
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return RGB;
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}
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inline float mod(float x,float modu)
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{
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return x - floor(x * (1.0 / modu)) * modu;
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}
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float4 rainbow(float t)
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{
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t = mod(t,1.0);
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float tx = t * 6.0;
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float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);
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return float4(1.0, 1.0, 1.0,r);
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}
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float4 plasma(float2 uv)
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{
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float2 tuv = uv;
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uv *= 2.5;
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float a = 1.1 + _Time * 20 * 2.25;
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float n = sin(a + 2.0 * uv.x) + sin(a - 2.0 * uv.x) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y);
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n = mod(((5.0 + n) / 5.0), 1.0);
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n += tex2D(_MainTex, tuv).r * 0.2 + tex2D(_MainTex, tuv).g * 0.4 + tex2D(_MainTex, tuv).b * 0.2;
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return rainbow(n);
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 uv = IN.uv_MainTex;
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float4 noise = tex2D(_MainTex, uv)* IN.color;
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float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722));
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float maxTemp = 4000.0;
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float tempScale = maxTemp;
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float3 c = Metal(lum * tempScale);
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float alpha = tex2D(_MainTex, IN.uv_MainTex).a*IN.color.a;
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float4 sortie = plasma(IN.uv_MainTex);
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sortie.a = sortie.a*alpha - _Alpha;
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sortie.r = sortie.a;
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sortie.g = sortie.a;
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sortie.b = sortie.a;
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sortie.rgb = c.rgb + (1 - sortie.a);
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float4 r= float4(sortie.rgb,noise.a * 1 - _Alpha);
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o.Albedo = r.rgb * r.a;
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o.Alpha = r.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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} |