207 lines
7.3 KiB
GLSL
207 lines
7.3 KiB
GLSL
Shader "AxibugEmuOnline/XMBBackGround"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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[Space(10)]
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_Color1("Color1",Color) = (0,0.4,1,1)
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_Color2("Color2",Color) = (0,0.7,1,1)
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[Header(Wave1)]
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_MidHeight1("MidHeight",Float) = 0.4
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_MaxHeight1("MaxHeigh",Float) = 0.5
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_Power1("Power",Float)=50.0
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_Frequency1("Frequency",Float)=2.0
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_Speed1("Speed",Float)=0.4
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[Header(Wave2)]
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_MidHeight2("MidHeight",Float) = 0.42
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_MaxHeight2("MaxHeigh",Float) = 0.54
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_Power2("Power",Float)=50.0
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_Frequency2("Frequency",Float)=2.1
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_Speed2("Speed",Float)=0.3
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 mask : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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float wave(float x, float frequency, float speed, float midHeight, float maxHeight)
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{
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return (sin(frequency * (x + speed * (((1. - (pow(cos(0.002 * (_Time.y + 400.)), 2.) + 1.) / 2.) + .1) * 2048.))) * (maxHeight - midHeight)) + midHeight;
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}
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float percentHigh(float currentY, float waveHeight, float maxHeight, float power)
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{
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float percentWave = max(waveHeight - currentY, 0.0) / maxHeight;
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return pow(1.0 - percentWave, power);
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}
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float waveColor(float2 uv, float waveHeight, float maxHeight, float frequency, float power)
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{
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float percentWave = percentHigh(uv.y, waveHeight, maxHeight, power);
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return clamp(percentWave + 0.8, 0.0, 1.0);
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}
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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float4 vPosition = UnityObjectToClipPos(v.vertex);
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OUT.worldPosition = v.vertex;
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OUT.vertex = vPosition;
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
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OUT.color = v.color * _Color;
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return OUT;
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}
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float3 _Color1;
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float3 _Color2;
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float _MidHeight1;
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float _MaxHeight1;
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float _Power1;
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float _Frequency1;
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float _Speed1;
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float _MidHeight2;
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float _MaxHeight2;
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float _Power2;
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float _Frequency2;
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float _Speed2;
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fixed4 frag(v2f IN) : SV_Target
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{
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float2 uv= IN.texcoord;
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// Lerped background
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float amount = (uv.x + uv.y) / 2.0;
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float3 bg = lerp(_Color2, _Color1, amount);
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// Overlayed sine waves
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float maxHeight1 = _MaxHeight1 + wave(0, 4.0,0.02, 0.0, 0.02);
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float power1 = _Power1; //Higher power means thinner line
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float frequency1 = _Frequency1 + wave(0.0, 3.0, 0.03, 0.0, 0.02);
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float speed1 = _Speed1 + wave(0.0, 2.2, 0.04, 0.0, 0.01);
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float waveHeight1 = wave(uv.x, frequency1, speed1, _MidHeight1, maxHeight1);
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float waveCol1 = waveColor(uv, waveHeight1, maxHeight1, frequency1, power1);
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float midHeight2 = _MidHeight2;
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float maxHeight2 = _MaxHeight2 + wave(0.0, 3.0, 0.04, 0.0, 0.02);
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float power2 = _Power2; //Higher power means thinner line
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float frequency2 = _Frequency2 + wave(0.0, 4.0, 0.05, 0.0, 0.02);
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float speed2 = _Speed2 + wave(0.0, 2.0, 0.02, 0.0, 0.01);
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float waveHeight2 = wave(uv.x, frequency2, speed2, midHeight2, maxHeight2);
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float waveCol2 = waveColor(uv, waveHeight2, maxHeight2, frequency2, power2);
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float3 col = bg;
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float3 waveCol1_temp=col/waveCol1;
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col = lerp(col,waveCol1_temp, step(uv.y, waveHeight1));
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float3 waveCol2_temp=col/waveCol2;
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col = lerp(col,waveCol2_temp, step(uv.y, waveHeight2));
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// Output to screen
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fixed4 fragColor = float4(col,1.0)*IN.color;
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#ifdef UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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fragColor.a *= m.x * m.y;
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (fragColor.a - 0.001);
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#endif
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return fragColor;
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}
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ENDCG
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}
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}
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} |