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89 lines
2.6 KiB
89 lines
2.6 KiB
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 Lighting Off 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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