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142 lines
3.5 KiB
GLSL
142 lines
3.5 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/Hologram"
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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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_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 _Size;
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float _Distortion;
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float _Alpha;
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float4 _Color;
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float _TimeX;
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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 mod(float x,float modu) {
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return x - floor(x * (1.0 / modu)) * modu;
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}
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inline float noise(float2 p)
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{ _TimeX=_Time.y;
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float samplex = tex2D(_MainTex,float2(.2,0.2*cos(_TimeX))*_TimeX*8. + p*1.).x;
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samplex *= samplex;
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return samplex;
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}
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inline float onOff(float a, float b, float c)
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{ _TimeX=_Time.y;
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return step(c, sin(_TimeX + a*cos(_TimeX*b)));
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}
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inline float ramp(float y, float start, float end)
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{
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float inside = step(start,y) - step(end,y);
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float fact = (y - start) / (end - start)*inside;
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return (1. - fact) * inside;
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}
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inline float stripes(float2 uv)
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{
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_TimeX=_Time.y;
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float noi = noise(uv*float2(0.5,1.) + float2(6.,3.))*_Distortion * 3;
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return ramp(mod(uv.y*4. + _TimeX / 2. + sin(_TimeX + sin(_TimeX*0.63)),1.),.5,.6)*noi;
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}
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inline float4 getVideo(float2 uv)
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{
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_TimeX=_Time.y;
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float2 look = uv;
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float window = 1. / (1. + 20.*(look.y - mod(_TimeX / 4.,1.))*(look.y - mod(_TimeX / 4.,1.)));
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look.x = look.x + sin(look.y*30. + _TimeX) / (50.*_Distortion)*onOff(4.,4.,.3)*(1. + cos(_TimeX*80.))*window;
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float vShift = .4*onOff(2.,3.,.9)*(sin(_TimeX)*sin(_TimeX*20.) +
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(0.5 + 0.1*sin(_TimeX*20.)*cos(_TimeX)));
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look.y = mod(look.y + vShift, 1.);
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float4 video;
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float4 videox = tex2D(_MainTex,look);
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video.r = tex2D(_MainTex,look - float2(.05,0.)*onOff(2.,1.5,.9)).r;
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video.g = videox.g;
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video.b = tex2D(_MainTex,look + float2(.05,0.)*onOff(2.,1.5,.9)).b;
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video.a = videox.a;
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return video;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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_TimeX=_Time.y;
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float2 uv = IN.uv_MainTex;
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float alpha = tex2D(_MainTex,uv).a;
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float4 video = getVideo(uv)*IN.color;
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float vigAmt = 3. + .3*sin(_TimeX + 5.*cos(_TimeX*5.));
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float vignette = (1. - vigAmt*(uv.y - .5)*(uv.y - .5))*(1. - vigAmt*(uv.x - .5)*(uv.x - .5));
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video += stripes(uv);
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video += noise(uv*2.) / 2.;
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video.r *= vignette;
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video *= (12. + mod(uv.y*30. + _TimeX,1.)) / 13.;
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video.a = video.a + (frac(sin(dot(uv.xy*_TimeX,float2(12.9898,78.233))) * 43758.5453))*.5;
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video.a = (video.a*.3)*alpha*vignette * 2 * (1 - _Alpha)*IN.color.a;
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o.Albedo = video.rgb * video.a;
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o.Alpha = video.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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} |