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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Liquid.shader

139 lines
3.9 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/Liquid"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("_Color", Color) = (1,1,1,1)
_Distortion("Distortion", Range(0,1)) = 0
_Alpha("Alpha", Range(0,1)) = 1.0
_Speed("Speed", Range(0,1)) = 1.0
EValue("EValue", Range(0,1)) = 1.0
Light("Light", Range(0,1)) = 1.0
[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
[HideInInspector]_DstBlend("_DstBlend", Float) = 0
[HideInInspector]_BlendOp("_BlendOp",Float) = 0
[HideInInspector]_Z("_Z", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite[_Z]
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
float _Distortion;
float _Alpha;
float _Speed;
float EValue;
float4 _Color;
float Light;
struct Input
{
float2 uv_MainTex;
float4 color;
};
void vert(inout appdata_full v, out Input o)
{
v.vertex = UnityPixelSnap(v.vertex);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color * _Color;
}
float col(float2 coord)
{
float time = _Time * 10;
float delta_theta = 0.897597901025655210989326680937;
float col = 0.0;
float theta = 0.0;
float _Value = _Speed;
float _Value2 = _Distortion;
float _Value3 = _Distortion;
float _Value4 = _Distortion;
float2 adjc = coord;
theta = delta_theta * 1;
adjc.x += cos(theta)*time*_Value + time * _Value2;
adjc.y -= sin(theta)*time*_Value - time * _Value3;
col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
theta = delta_theta * 2;
adjc.x += cos(theta)*time*_Value + time * _Value2;
adjc.y -= sin(theta)*time*_Value - time * _Value3;
col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
theta = delta_theta * 3;
adjc.x += cos(theta)*time*_Value + time * _Value2;
adjc.y -= sin(theta)*time*_Value - time * _Value3;
col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
theta = delta_theta * 4;
adjc.x += cos(theta)*time*_Value + time * _Value2;
adjc.y -= sin(theta)*time*_Value - time * _Value3;
col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
theta = delta_theta * 5;
adjc.x += cos(theta)*time*_Value + time * _Value2;
adjc.y -= sin(theta)*time*_Value - time * _Value3;
col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
theta = delta_theta * 6;
adjc.x += cos(theta)*time*_Value + time * _Value2;
adjc.y -= sin(theta)*time*_Value - time * _Value3;
col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
theta = delta_theta * 7;
adjc.x += cos(theta)*time*_Value + time * _Value2;
adjc.y -= sin(theta)*time*_Value - time * _Value3;
col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
theta = delta_theta * 8;
adjc.x += cos(theta)*time*_Value + time * _Value2;
adjc.y -= sin(theta)*time*_Value - time * _Value3;
col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))*6.0);
return cos(col);
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 p = IN.uv_MainTex, c1 = p, c2 = p;
float cc1 = col(c1);
c2.x += 8.53;
float dx = 0.50*(cc1 - col(c2)) / 60;
c2.x = p.x;
c2.y += 8.53;
float dy = 0.50*(cc1 - col(c2)) / 60;
c1.x += dx*2.;
c1.y = (c1.y + dy*2.);
float alpha = 1. + dot(dx,dy) * 700 * Light;
float ddx = dx - 0.012;
float ddy = dy - 0.012;
if (ddx > 0. && ddy > 0.) alpha = pow(alpha, ddx*ddy * 200000);
c1 = lerp(p,c1,EValue);
float4 col = tex2D(_MainTex,c1)*(alpha)* IN.color;
float4 c = float4(col.rgb,col.a*(1 - _Alpha));
o.Albedo = c.rgb * c.a;
o.Alpha = c.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}