You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
150 lines
3.4 KiB
GLSL
150 lines
3.4 KiB
GLSL
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
|
|
//////////////////////////////////////////////
|
|
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
|
|
/// http://vetasoft.store/2dxfx/ //
|
|
//////////////////////////////////////////////
|
|
|
|
Shader "2DxFX/Standard/IcedFX"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Base (RGB)", 2D) = "white" {}
|
|
_Color ("_Color", Color) = (1,1,1,1)
|
|
_Distortion ("Distortion", Range(0,1)) = 0
|
|
_Alpha ("Alpha", Range (0,1)) = 1.0
|
|
// required for UI.Mask
|
|
_StencilComp ("Stencil Comparison", Float) = 8
|
|
_Stencil ("Stencil ID", Float) = 0
|
|
_StencilOp ("Stencil Operation", Float) = 0
|
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
_ColorMask ("Color Mask", Float) = 15
|
|
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
|
|
Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
|
|
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
|
|
|
|
// required for UI.Mask
|
|
Stencil
|
|
{
|
|
Ref [_Stencil]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilOp]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
#pragma target 3.0
|
|
#include "UnityCG.cginc"
|
|
|
|
struct appdata_t
|
|
{
|
|
float4 vertex : POSITION;
|
|
float4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float2 texcoord : TEXCOORD0;
|
|
float4 vertex : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
|
|
sampler2D _MainTex;
|
|
float _Distortion;
|
|
float _Alpha;
|
|
float4 _Color;
|
|
|
|
v2f vert(appdata_t IN)
|
|
{
|
|
v2f OUT;
|
|
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
|
OUT.texcoord = IN.texcoord;
|
|
OUT.color = IN.color;
|
|
|
|
return OUT;
|
|
}
|
|
|
|
float3 Metal(float _t)
|
|
{
|
|
float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t) / (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t);
|
|
float v = (0.317398726 + 2.22806245e-5*_t + 4.20481691e-8*_t*_t) / (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t);
|
|
float x = 3.0 * u / (2.0 * u - 8.0 * v + 4.0);
|
|
float y = 2.0 * v / (2.0 * u - 8.0 * v + 4.0);
|
|
float z = 1.0 - x - y;
|
|
float Y = 1.0;
|
|
float X = (Y/y) * x;
|
|
float Z = (Y/y) * z;
|
|
float3 RGB = float3(Z,Y,X)/_Distortion;
|
|
RGB.y = RGB.x * pow(0.0006*_t, 2.0);
|
|
RGB.x = RGB.y * pow(0.0004*_t, 6.0);
|
|
RGB.z = RGB.z * pow(0.0004*_t, 2.0);
|
|
return RGB;
|
|
}
|
|
|
|
inline float mod(float x,float modu)
|
|
{
|
|
return x - floor(x * (1.0 / modu)) * modu;
|
|
}
|
|
|
|
float4 rainbow(float t)
|
|
{
|
|
t=mod(t,1.0);
|
|
float tx = t * 6.0;
|
|
float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0);
|
|
return float4(1.0, 1.0, 1.0,r);
|
|
}
|
|
|
|
float4 plasma(float2 uv)
|
|
{
|
|
float2 tuv = uv;
|
|
uv *= 2.5;
|
|
float a = 1.1 + _Time/2 *20 * 2.25;
|
|
float n = sin(a + 2.0 * uv.x) + sin(a - 2.0 * uv.x) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y);
|
|
n = mod(((5.0 + n) / 5.0), 1.0);
|
|
n += tex2D(_MainTex, tuv).r * 0.2 + tex2D(_MainTex, tuv).g * 0.4 + tex2D(_MainTex, tuv).b * 0.2;
|
|
return rainbow(n);
|
|
}
|
|
|
|
|
|
|
|
float4 frag (v2f i) : COLOR
|
|
{
|
|
float2 uv = i.texcoord.xy;
|
|
float4 noise = tex2D(_MainTex, uv);
|
|
float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722));
|
|
float maxTemp = 4000.0;
|
|
float tempScale = maxTemp;
|
|
float3 c = Metal(lum * tempScale);
|
|
float alpha = tex2D(_MainTex, i.texcoord).a;
|
|
float4 sortie=plasma(i.texcoord);
|
|
sortie.a=sortie.a*alpha-_Alpha;
|
|
sortie.r=sortie.a;
|
|
sortie.g=sortie.a;
|
|
sortie.b=sortie.a;
|
|
sortie.rgb=c.rgb+(1-sortie.a);
|
|
return float4(sortie.rgb,noise.a*1-_Alpha);
|
|
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
Fallback "Sprites/Default"
|
|
|
|
} |