116 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			116 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "YXZ/Effect/distort_alpha" {
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Properties {
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	_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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	_MainTex ("Alpha (A)", 2D) = "white" {}
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	_NoiseTex ("Distort Texture (RG)", 2D) = "white" {}
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	_Scale("Scale",float) = 1
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	_HeatTime  ("Heat Time", float ) = 0
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	_ForceX  ("Strength X", float) = 0.1
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	_ForceY  ("Strength Y", float) = 0.1
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	_Light ("Light", Float) = 1.0
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	_EdgePower("_EdgePower",Range(0,1))=0.5
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	_Transparent("_Transparent",Range(-1,2))=0
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}
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Category {
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	Tags { "Queue"="Transparent" "RenderType"="Opaque" }
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	Blend SrcAlpha OneMinusSrcAlpha
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	Cull Off Lighting Off ZWrite Off Fog { Color (1,1,1,0) }
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	BindChannels {
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		Bind "Color", color
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		Bind "Vertex", vertex
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		Bind "TexCoord", texcoord
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	}
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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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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_particles
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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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	fixed4 color : COLOR;
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	float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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	float4 vertex : POSITION;
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	fixed4 color : COLOR;
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	float2 uvmain : TEXCOORD1;
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};
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fixed4 _TintColor;
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fixed _ForceX;
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fixed _ForceY;
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fixed _HeatTime;
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float4 _MainTex_ST;
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float4 _NoiseTex_ST;
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sampler2D _NoiseTex;
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sampler2D _MainTex;
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float _Light;
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float _Transparent;
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float _EdgePower;
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float _Scale;
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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*_Light;
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	o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
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	return o;
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}
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//float _BlackPointAlpha(float alpha,float level)
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//{
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//    float Diff = 1.0 - level;
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//    return (alpha - level)/Diff;
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//
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//}
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fixed4 frag( v2f i ) : COLOR
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{
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	//noise effect
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	fixed4 o;
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	fixed4 offsetColor1 = tex2D(_NoiseTex, i.uvmain * _Scale + _Time.xz*_HeatTime);
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    fixed4 offsetColor2 = tex2D(_NoiseTex, i.uvmain * _Scale + _Time.yx*_HeatTime);
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    fixed4 offsetColor3 = tex2D(_NoiseTex, i.uvmain * _Scale + _Time.xyzw*_HeatTime/2);
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	//i.uvmain.x += ((offsetColor1.r + offsetColor1.r) - 1) * _ForceX;
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	i.uvmain.x += (offsetColor3.r)*(offsetColor1.r-0.5)* _ForceX;
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	//i.uvmain.y += ((offsetColor2.r + offsetColor2.r) - 1) * _ForceY;
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	i.uvmain.y += (offsetColor3.r)*(offsetColor2.r-0.5)* _ForceY;
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	o= i.color * tex2D( _MainTex, i.uvmain);
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	o.rgb=o.rgb*_Light*_TintColor;
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//	o.rgb*=o*_TintColor*(1.5-_AlphaPower)*_Light;
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	float delta=_Transparent-offsetColor3.b;
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	float temp=saturate(-delta/_EdgePower)*(offsetColor3.b+1)*_Light*o.a;
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//	o.a*=(o.a-_Transparent);
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	o.a=delta>0? (o.a=0):(o.a=temp);
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	//o.a*=_BlackPointAlpha(dot(o.rgb,float3(0.3,0.59,0.11)),_AlphaPower)*(1-_AlphaPower);
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	//o.a = 1.0f;
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	return o;
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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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	// Fallback for older cards and Unity non-Pro
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//	SubShader {
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//		Blend DstColor Zero
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//		Pass {
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//			Name "BASE"
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//			SetTexture [_MainTex] {	combine texture }
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//		}
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//	}	
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}
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}
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