miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/DistortAlpha_mask.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "YXZ/Effect/distort_alpha_mask" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Alpha (A)", 2D) = "white" {}
_NoiseTex ("Distort Texture (RG)", 2D) = "white" {}
_MaskTex ("MaskTex", 2D) = "white" {}
_Scale("Scale",float) = 1
_HeatTime ("Heat Time", float ) = 0
_ForceX ("Strength X", float) = 0.1
_ForceY ("Strength Y", float) = 0.1
_Light ("Light", Float) = 1.0
_EdgePower("_EdgePower",Range(0,1))=0.5
_Transparent("_Transparent",Range(-1,2))=0
}
Category {
Tags { "Queue"="Transparent" "RenderType"="Opaque" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off Lighting Off ZWrite Off Fog { Color (1,1,1,0) }
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 uvmain : TEXCOORD1;
};
fixed4 _TintColor;
fixed _ForceX;
fixed _ForceY;
fixed _HeatTime;
float4 _MainTex_ST;
float4 _NoiseTex_ST;
sampler2D _NoiseTex;
sampler2D _MainTex;
float _Light;
float _Transparent;
float _EdgePower;
float _Scale;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color*_Light;
o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
return o;
}
//float _BlackPointAlpha(float alpha,float level)
//{
// float Diff = 1.0 - level;
// return (alpha - level)/Diff;
//
//}
sampler2D _MaskTex;
fixed4 frag( v2f i ) : COLOR
{
//noise effect
fixed mask = UNITY_SAMPLE_1CHANNEL( _MaskTex, i.uvmain);
fixed4 o;
fixed4 offsetColor1 = tex2D(_NoiseTex, i.uvmain * _Scale + _Time.xz*_HeatTime);
fixed4 offsetColor2 = tex2D(_NoiseTex, i.uvmain * _Scale + _Time.yx*_HeatTime);
fixed4 offsetColor3 = tex2D(_NoiseTex, i.uvmain * _Scale + _Time.xyzw*_HeatTime/2);
//i.uvmain.x += ((offsetColor1.r + offsetColor1.r) - 1) * _ForceX;
fixed2 uv;
uv.x = i.uvmain.x + (offsetColor3.r)*(offsetColor1.r-0.5)* _ForceX;
//i.uvmain.y += ((offsetColor2.r + offsetColor2.r) - 1) * _ForceY;
uv.y = i.uvmain.y + (offsetColor3.r)*(offsetColor2.r-0.5)* _ForceY;
uv = lerp(i.uvmain,uv , mask );
o= i.color * tex2D( _MainTex, uv);
o.rgb=o.rgb*_Light*_TintColor;
// o.rgb*=o*_TintColor*(1.5-_AlphaPower)*_Light;
float delta=_Transparent-offsetColor3.b;
float temp=saturate(-delta/_EdgePower)*(offsetColor3.b+1)*_Light*o.a;
// o.a*=(o.a-_Transparent);
o.a=delta>0? (o.a=0):(o.a=temp);
//o.a*=_BlackPointAlpha(dot(o.rgb,float3(0.3,0.59,0.11)),_AlphaPower)*(1-_AlphaPower);
//o.a = 1.0f;
return o;
}
ENDCG
}
}
// ------------------------------------------------------------------
// Fallback for older cards and Unity non-Pro
// SubShader {
// Blend DstColor Zero
// Pass {
// Name "BASE"
// SetTexture [_MainTex] { combine texture }
// }
// }
}
}