92 lines
2.5 KiB
Plaintext
92 lines
2.5 KiB
Plaintext
Shader "KriptoFX/ME/LightningParticles" {
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Properties {
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[HDR]_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Main Texture", 2D) = "white" {}
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_DistortTex1("Distort Texture1", 2D) = "white" {}
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_DistortTex2("Distort Texture2", 2D) = "white" {}
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_DistortSpeed("Distort Speed Scale (xy/zw)", Vector) = (1,0.1,1,0.1)
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_Offset("Offset", Float) = 0
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_UseVelocity("UseVelocity", Range(0, 1)) = 0
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha One
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Cull Off
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ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _DistortTex1;
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sampler2D _DistortTex2;
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half4 _TintColor;
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half _Cutoff;
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float4 _DistortSpeed;
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half _Offset;
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fixed _UseVelocity;
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struct appdata_t {
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float4 vertex : POSITION;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float3 velocity : TEXCOORD1;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half4 color : COLOR;
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float2 uvMain : TEXCOORD0;
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float4 uvDistort : TEXCOORD1;
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half timeLerp : TEXCOORD2;
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};
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float4 _MainTex_ST;
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float4 _DistortTex1_ST;
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float4 _DistortTex2_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.timeLerp = lerp(length(v.velocity), _Time.x, _UseVelocity);
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float2 worlPos = mul(unity_ObjectToWorld, v.vertex);
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o.uvMain.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uvDistort.xy = TRANSFORM_TEX(worlPos, _DistortTex1);
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o.uvDistort.zw = TRANSFORM_TEX(worlPos, _DistortTex2);
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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half4 distort1 = tex2D(_DistortTex1, i.uvDistort.xy + _DistortSpeed.x * i.timeLerp) * 2 - 1;
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half4 distort2 = tex2D(_DistortTex1, i.uvDistort.xy - _DistortSpeed.x * i.timeLerp * 1.4 + float2(0.4, 0.6)) * 2 - 1;
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half4 distort3 = tex2D(_DistortTex2, i.uvDistort.zw + _DistortSpeed.z * i.timeLerp) * 2 - 1;
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half4 distort4 = tex2D(_DistortTex2, i.uvDistort.zw - _DistortSpeed.z * i.timeLerp * 1.25 + float2(0.3, 0.7)) * 2 - 1;
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half offset = saturate(tex2D(_MainTex, i.uvMain).g + _Offset);
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half tex = tex2D(_MainTex, i.uvMain + (distort1.xy + distort2.xy) * _DistortSpeed.y * offset + (distort3.xy + distort4.xy) * _DistortSpeed.w * offset).r;
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half alpha = tex2D(_MainTex, i.uvMain * 7 + _Time.x * 5).b;
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clip(i.color.a - alpha);
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half4 col = 2.0f * _TintColor * tex * i.color.a;
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return col;
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}
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ENDCG
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}
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}
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}
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}
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