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111 lines
2.9 KiB
GLSL
111 lines
2.9 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/Frozen"
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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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[HideInInspector] _MainTex2("Pattern (RGB)", 2D) = "white" {}
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[HideInInspector] _Alpha("Alpha", Range(0,1)) = 1.0
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[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
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[HideInInspector] _Value1("_Value1", Range(0,1)) = 0
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[HideInInspector] _Value2("_Value2", Range(0,1)) = 0
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[HideInInspector] _Value3("_Value3", Range(0,1)) = 0
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[HideInInspector] _Value4("_Value4", Range(0,1)) = 0
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[HideInInspector] _Value5("_Value5", Range(0,1)) = 0
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_Color("Tint", 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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sampler2D _MainTex2;
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float4 _Color;
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float _Alpha;
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float _Value1;
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float _Value2;
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float _Value3;
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float _Value4;
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float _Value5;
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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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float hardLight(float s, float d)
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{
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return (s < 0.5) ? 2.0 * s * d : 1.0 - 2.0 * (1.0 - s) * (1.0 - d);
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}
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float3 hardLight(float3 s, float3 d)
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{
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float3 c;
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c.x = hardLight(s.x,d.x);
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c.y = hardLight(s.y,d.y);
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c.z = hardLight(s.z,d.z);
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return c;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float speed = _Time * 2;
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float2 uv = IN.uv_MainTex;
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uv = uv*(1 - (_Value2*0.4)) + float2(_Value2*0.2,_Value2*0.2);
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float4 t2 = tex2D(_MainTex2, uv);
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uv = uv*(1 - (_Value2*0.4)) + float2(_Value2*0.2,_Value2*0.2);
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float4 t3 = tex2D(_MainTex2, uv) * 2;
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uv = IN.uv_MainTex + float2(-_Value2 - speed,0);
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float4 t4 = tex2D(_MainTex2, uv + float2(t2.r,t2.r))*0.5;
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float tx = t3.b;
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tx = lerp(0,t3.b*0.015,_Value2);
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float4 td = tex2D(_MainTex, IN.uv_MainTex)*IN.color;
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float4 t = tex2D(_MainTex, IN.uv_MainTex + float2(tx,tx))*IN.color;
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t2.a = t.a;
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t2.rgb = float3(t2.r / 10,t2.r / 1.5,t2.r);
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float3 g = (t.r + t.g + t.b) / 3;
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float3 r = smoothstep(_Value1,_Value1 + 0.1,g) + .2;
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t.rgb = lerp(t.rgb,hardLight(g,t2.rgb) + t2.b*r*t3.b + t4.g,_Value2);
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float4 c = float4(t.rgb,t.a*(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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} |