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117 lines
2.7 KiB
GLSL
117 lines
2.7 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/BlackHole"
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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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_Size("Size", Range(0,1)) = 0
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_Distortion("Distortion", Range(0,1)) = 0
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_Hole("Hole", Range(0,1)) = 0
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_Speed("Speed", Range(0,1)) = 0
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_Alpha("Alpha", Range(0,1)) = 1.0
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_Color("ColorX", Color) = (1,1,1,1)
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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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float4 _Color;
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float4 _ColorX;
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float _Size;
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float _Distortion;
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float _Hole;
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float _Speed;
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float _Alpha;
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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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float4 hole(sampler2D tex, float2 uv, float time)
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{
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float radius = 0.5;
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float2 center = float2(0.5,0.5);
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float2 tc = uv - center;
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float dist = length(tc);
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if (dist < radius)
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{
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float percent = (radius - dist) / radius;
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float theta = percent * percent * (2.0 * sin(time)) * 8.0;
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float s = sin(theta);
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float c = cos(theta);
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tc = float2(dot(tc, float2(c, -s)), dot(tc, float2(s, c)));
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}
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tc += center;
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float4 color = tex2D(tex, tc);
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return color;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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_Speed *= 5.0f;
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float2 uv = (IN.uv_MainTex - float2(0.5,0.5))*1.246;
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float sinX = sin(_Speed * _Time);
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float cosX = cos(_Speed * _Time);
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float sinY = sinX;
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float2x2 rotationMatrix = float2x2(cosX, -sinX, sinY, cosX);
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uv.xy = mul(uv, rotationMatrix) + float2(0.5,0.5);
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float dist = 1.0 - smoothstep(_Hole,_Hole + 0.15, length(float2(0.5,0.5) - uv));
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float dista = 1.0 - smoothstep(0.25,0.5, length(float2(0.5,0.5) - uv));
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float4 finalColor = hole(_MainTex, uv, _Distortion);
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finalColor.rgb *= 1 - dist;
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finalColor.a = finalColor.a*(1 - _Alpha);
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finalColor.a *= dista*(1 - dist);
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o.Albedo = finalColor.rgb * finalColor.a;
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o.Alpha = finalColor.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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} |