AxibugEmuOnline/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader
2024-09-13 14:24:18 +08:00

163 lines
5.6 KiB
GLSL

Shader "AxibugEmuOnline/XMBBackGround"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float wave(float x, float frequency, float speed, float midHeight, float maxHeight)
{
return (sin(frequency * (x + speed * (((1. - (pow(cos(0.002 * (_Time.y + 400.)), 2.) + 1.) / 2.) + .1) * 2048.))) * (maxHeight - midHeight)) + midHeight;
}
float percentHigh(float currentY, float waveHeight, float maxHeight, float power)
{
float percentWave = max(waveHeight - currentY, 0.0) / maxHeight;
return pow(1.0 - percentWave, power);
}
float waveColor(float2 uv, float waveHeight, float maxHeight, float frequency, float power)
{
float percentWave = percentHigh(uv.y, waveHeight, maxHeight, power);
return clamp(percentWave + 0.8, 0.0, 1.0);
}
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
float2 uv= IN.texcoord;
// Lerped background
float3 blue = float3(0, 0.4, 1);
float3 blue2 = float3(0, 0.7, 1);
float amount = (uv.x + uv.y) / 2.0;
float3 bg = lerp(blue2, blue, amount);
// Overlayed sine waves
float midHeight1 = 0.4;
float maxHeight1 = 0.5 + wave(0.0, 4.0, 0.02, 0.0, 0.02);
float power1 = 50.0; //Higher power means thinner line
float frequency1 = 2.0 + wave(0.0, 3.0, 0.03, 0.0, 0.02);
float speed1 = 0.4 + wave(0.0, 2.2, 0.04, 0.0, 0.01);
float waveHeight1 = wave(uv.x, frequency1, speed1, midHeight1, maxHeight1);
float waveCol1 = waveColor(uv, waveHeight1, maxHeight1, frequency1, power1);
float midHeight2 = 0.42;
float maxHeight2 = 0.54 + wave(0.0, 3.0, 0.04, 0.0, 0.02);
float power2 = 50.0; //Higher power means thinner line
float frequency2 = 2.1 + wave(0.0, 4.0, 0.05, 0.0, 0.02);
float speed2 = 0.3 + wave(0.0, 2.0, 0.02, 0.0, 0.01);
float waveHeight2 = wave(uv.x, frequency2, speed2, midHeight2, maxHeight2);
float waveCol2 = waveColor(uv, waveHeight2, maxHeight2, frequency2, power2);
float3 col = bg;
col = lerp(col, waveCol1 * col, step(uv.y, waveHeight1));
col = lerp(col, waveCol2 * col, step(uv.y, waveHeight2));
// Output to screen
fixed4 fragColor = float4(col,1.0);
#ifdef UNITY_UI_CLIP_RECT
fragColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (fragColor.a - 0.001);
#endif
return fragColor;
}
ENDCG
}
}
}