Files
beyond/Assets/ThirdParty/FluXY/Editor/Resources/Shaders/BlitFlipbook.shader
2024-11-20 15:21:28 +01:00

217 lines
5.6 KiB
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Shader "Fluxy/Editor/BlitFlipbook"
{
Properties
{
_MainTex ("Texture", any) = "" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Fog { Mode off }
Pass
{
Name "Blit state"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "../../../Resources/Shaders/FluidUtils.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float4 _FrameRect;
/*float2 VertexToFrame(in float2 v)
{
return (_FrameRect.xy + (v + 1) * 0.5 * _FrameRect.zw) * 2 - 1;
}*/
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.xy = VertexToFrame(o.vertex.xy, _FrameRect);
o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target
{
float2 uv = TileToUV(i.uv,_TileIndex);
return tex2D(_MainTex, uv);
}
ENDHLSL
}
Pass
{
Name "Blit velocity"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "../../../Resources/Shaders/FluidUtils.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float4 _FrameRect;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.xy = VertexToFrame(o.vertex.xy, _FrameRect);
o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target
{
float2 uv = TileToUV(i.uv,_TileIndex);
float4 velocity = tex2D(_MainTex, uv);
return float4(velocity.rg * 0.5 + 0.5,velocity.a * 2,1);
}
ENDHLSL
}
Pass
{
Name "Crossfade state"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "../../../Resources/Shaders/FluidUtils.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 flipbookCoord: TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _Flipbook;
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float4 _FrameRect;
float _Opacity;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.xy = VertexToFrame(o.vertex.xy, _FrameRect);
o.flipbookCoord = o.vertex.xy *0.5+0.5;
o.flipbookCoord.y = 1 - o.flipbookCoord.y;
o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target
{
float2 uv = TileToUV(i.uv,_TileIndex);
return lerp(tex2D(_Flipbook, i.flipbookCoord), tex2D(_MainTex, uv), _Opacity);
}
ENDHLSL
}
Pass
{
Name "Crossfade velocity"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "../../../Resources/Shaders/FluidUtils.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 flipbookCoord: TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _Flipbook;
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float4 _FrameRect;
float _Opacity;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.xy = VertexToFrame(o.vertex.xy, _FrameRect);
o.flipbookCoord = o.vertex.xy *0.5+0.5;
o.flipbookCoord.y = 1 - o.flipbookCoord.y;
o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target
{
float2 uv = TileToUV(i.uv,_TileIndex);
float4 velocity = tex2D(_MainTex, uv);
velocity = float4(velocity.rg * 0.5 + 0.5,velocity.a * 2,1);
return lerp(tex2D(_Flipbook, i.flipbookCoord), velocity, _Opacity);
}
ENDHLSL
}
}
Fallback Off
}