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112 lines
2.4 KiB
GLSL
112 lines
2.4 KiB
GLSL
// 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/Mystic_Distortion_Additive"
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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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_Pitch ("Pitch", Range(0,0.5)) = 0
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_OffsetX ("OffsetX", Range(0,128)) = 0
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_OffsetY ("OffsetY", Range(0,128)) = 0
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_DistanceX ("DistanceX", Range(0,1)) = 0
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_DistanceY ("DistanceY", Range(0,1)) = 0
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_WaveTimeX ("WaveTimeX", Range(0,360)) = 0
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_WaveTimeY ("WaveTimeY", Range(0,360)) = 0
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_Color ("Tint", Color) = (1,1,1,1)
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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 One Cull Off
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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 target 3.0
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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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float _OffsetX;
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float _OffsetY;
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float _Pitch;
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float4 _Color;
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float _DistanceX;
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float _DistanceY;
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float _WaveTimeX;
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float _WaveTimeY;
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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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float2 p=IN.texcoord;
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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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float4 frag(v2f IN) : COLOR
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{
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float2 p=IN.texcoord;
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p.x= p.x+sin(p.y*_OffsetX+_WaveTimeX)*_DistanceX;
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p.y= p.y+cos(p.x*_OffsetY+_WaveTimeY)*_DistanceY;
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float2 m = float2(0.5, 0.5);
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float2 d = p - m;
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float r = sqrt(dot(d, d));
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float power = 4.44289334 * (_Pitch - 0.5);
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float bind = m.y;
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float2 uv=float2(0,0);
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uv = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
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float4 mainColor = tex2D(_MainTex, uv)* IN.color;
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mainColor.a-=_Alpha;
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return mainColor;
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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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} |