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85 lines
2.0 KiB
GLSL
85 lines
2.0 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/SandFX"
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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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inline float rand(float2 co) {
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return frac(sin(dot(co.xy,float2(12.9898,78.233))) * 43758.5453);
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float4 Alpha = tex2D(_MainTex, IN.uv_MainTex + float2(sin(IN.uv_MainTex.y*125.82*_Distortion / 3) / 140,sin(IN.uv_MainTex.y*31.4*_Distortion / 3) / 40))*IN.color;
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float4 res;
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float lum = dot(Alpha.rgb, float3(.222, .707, .071));
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float noise = lerp(lum,rand(IN.uv_MainTex.xy),_Distortion / 3);
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if (noise>0.6) noise = 0.6;
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if (noise<0.3) noise = 0.3;
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res.rgb = noise;
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res.r += 0.5;
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res.g += 0.3;
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res.b -= 0.3;
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res.rgb = lerp(Alpha.rgb,res.rgb,_Distortion);
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float4 c = float4(res.rgb, Alpha.a*(1.0 - _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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} |