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133 lines
3.3 KiB
GLSL
133 lines
3.3 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/PixelGravityDie"
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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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PixelUV_Size("PixelUV_Size", Range(1, 128)) = 128
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Pixel_Fade("Pixel_Fade", 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 PixelUV_Size;
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float Pixel_Fade;
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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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float2 SimpleDisplacementRotativeUV(float2 uv, float4 rgba, float value, float value2)
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{
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float angle = value2 * 3.1415926;
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float dist = rgba.r;
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#define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)))
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float2 uv2 = uv+rot(float2(dist-0.5, dist-0.5));
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return lerp(uv, uv2, value);
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}
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float2 ResizeUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy)
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{
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uv += float2(offsetx, offsety);
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uv = fmod(uv * float2(zoomx*zoomx, zoomy*zoomy), 1);
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return uv;
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}
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float2 ResizeUVClamp(float2 uv, float offsetx, float offsety, float zoomx, float zoomy)
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{
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uv += float2(offsetx, offsety);
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uv = fmod(clamp(uv * float2(zoomx*zoomx, zoomy*zoomy), 0.0001, 0.9999), 1);
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return uv;
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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 PixelUV(float2 uv, float x)
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{
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uv = floor(uv * x + 0.5) / x;
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return uv;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 ResizeUV_1 = ResizeUVClamp(i.texcoord,0,-0.159,1,3);
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float2 PixelUV_1 = PixelUV(i.texcoord,PixelUV_Size);
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float4 _Generate_Noise_1 = Generate_Noise(PixelUV_1,0);
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float2 _Simple_Displacement_Rotative_1 = SimpleDisplacementRotativeUV(ResizeUV_1,_Generate_Noise_1,0.3,0.232);
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i.texcoord = lerp(i.texcoord,_Simple_Displacement_Rotative_1,Pixel_Fade);
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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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