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118 lines
2.8 KiB
GLSL
118 lines
2.8 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/Explode"
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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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Explode_Value("Explode_Value", Range(0, 1)) = 1
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_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" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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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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#include "UnityCG.cginc"
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struct appdata_t{
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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 _SpriteFade;
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float Explode_Value;
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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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float4 Generate_Noise(float2 co, float black)
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{
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float4 r = frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
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r.a = saturate(r.a + black);
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return r;
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}
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float2 FishEyeUV(float2 uv, float size)
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{
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float2 m = float2(0.5, 0.5);
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float2 d = uv - m;
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float r = sqrt(dot(d, d));
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float power = (2.0 * 3.141592 / (2.0 * sqrt(dot(m, m)))) * (size+0.001);
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float bind = sqrt(dot(m, m));
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uv = m + normalize(d) * tan(r * power) * bind / tan(bind * power);
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return uv;
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}
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float2 SimpleDisplacementUV(float2 uv,float x, float y, float value)
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{
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return lerp(uv,uv+float2(x,y),value);
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}
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float4 frag (v2f i) : COLOR
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{
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float2 FishEyeUV_1 = FishEyeUV(i.texcoord,0.482);
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float4 _Generate_Line_1 = Generate_Noise(i.texcoord,0);
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float2 _Simple_Displacement_1 = SimpleDisplacementUV(FishEyeUV_1,0,_Generate_Line_1.g*_Generate_Line_1.a,-0.3);
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i.texcoord = lerp(i.texcoord,_Simple_Displacement_1,Explode_Value);
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float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
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float4 FinalResult = _MainTex_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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FinalResult.rgb *= FinalResult.a;
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FinalResult.a = saturate(FinalResult.a);
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return FinalResult;
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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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}
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