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117 lines
2.6 KiB
Plaintext
117 lines
2.6 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
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/// http://vetasoft.store/2dxfx/ //
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//////////////////////////////////////////////
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Shader "2DxFX/Standard/BurningFX"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 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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// required for UI.Mask
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _Color;
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float _Distortion;
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float _Alpha;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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inline float3 Burn(float _t)
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{
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float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t) / (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t);
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float v = (0.317398726 + 4.22806245e-5*_t + 4.20481691e-8*_t*_t) / (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t);
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float kuv = 2.0 * u - 8.0 * v + 4.0;
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float x = 3.0 * u / kuv;
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float y = 2.0 * v / kuv;
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float z = 1.0 - x - y;
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float Y = 1.0;
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float YY = Y/y;
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float X = YY * x;
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float Z = YY * z;
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float3 RGB = float3(X,Y,Z);
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RGB.x = RGB.x * pow(0.0006*_t*_Distortion, 4.0)/_Distortion;
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RGB.y = RGB.y * pow(0.0004*_t*_Distortion, 4.0)/_Distortion;
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RGB.z = RGB.z * pow(0.0004*_t*_Distortion, 4.0)*_Distortion;
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return RGB;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 uv = i.texcoord.xy ;
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float4 noise = tex2D(_MainTex, uv)*i.color;
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float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722));
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float3 c = Burn(lum * 4000.0);
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c=c+noise.rgb;
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return float4(c,noise.a*1-_Alpha);
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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} |