207 lines
7.3 KiB
GLSL
207 lines
7.3 KiB
GLSL
Shader "AxibugEmuOnline/XMBBackGroundPreview"
|
|
{
|
|
Properties
|
|
{
|
|
[PerRendererData] _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
|
|
|
|
[Space(10)]
|
|
_Color1("Color1",Color) = (0,0.4,1,1)
|
|
_Color2("Color2",Color) = (0,0.7,1,1)
|
|
|
|
[Header(Wave1)]
|
|
_MidHeight1("MidHeight",Float) = 0.4
|
|
_MaxHeight1("MaxHeigh",Float) = 0.5
|
|
_Power1("Power",Float)=50.0
|
|
_Frequency1("Frequency",Float)=2.0
|
|
_Speed1("Speed",Float)=0.4
|
|
|
|
[Header(Wave2)]
|
|
_MidHeight2("MidHeight",Float) = 0.42
|
|
_MaxHeight2("MaxHeigh",Float) = 0.54
|
|
_Power2("Power",Float)=50.0
|
|
_Frequency2("Frequency",Float)=2.1
|
|
_Speed2("Speed",Float)=0.3
|
|
}
|
|
|
|
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;
|
|
float4 mask : TEXCOORD2;
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
fixed4 _Color;
|
|
fixed4 _TextureSampleAdd;
|
|
float4 _ClipRect;
|
|
sampler2D _MainTex;
|
|
float4 _MainTex_ST;
|
|
float _UIMaskSoftnessX;
|
|
float _UIMaskSoftnessY;
|
|
|
|
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);
|
|
float4 vPosition = UnityObjectToClipPos(v.vertex);
|
|
OUT.worldPosition = v.vertex;
|
|
OUT.vertex = vPosition;
|
|
|
|
float2 pixelSize = vPosition.w;
|
|
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
|
|
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
|
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
|
|
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
|
|
|
|
OUT.color = v.color * _Color;
|
|
return OUT;
|
|
}
|
|
|
|
float3 _Color1;
|
|
float3 _Color2;
|
|
|
|
float _MidHeight1;
|
|
float _MaxHeight1;
|
|
float _Power1;
|
|
float _Frequency1;
|
|
float _Speed1;
|
|
|
|
float _MidHeight2;
|
|
float _MaxHeight2;
|
|
float _Power2;
|
|
float _Frequency2;
|
|
float _Speed2;
|
|
|
|
fixed4 frag(v2f IN) : SV_Target
|
|
{
|
|
float2 uv= IN.texcoord;
|
|
// Lerped background
|
|
|
|
float amount = (uv.x + uv.y) / 2.0;
|
|
float3 bg = lerp(_Color2, _Color1, amount);
|
|
|
|
// Overlayed sine waves
|
|
float maxHeight1 = _MaxHeight1 + wave(0, 4.0,0.02, 0.0, 0.02);
|
|
float power1 = _Power1; //Higher power means thinner line
|
|
float frequency1 = _Frequency1 + wave(0.0, 3.0, 0.03, 0.0, 0.02);
|
|
float speed1 = _Speed1 + 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 = _MidHeight2;
|
|
float maxHeight2 = _MaxHeight2 + wave(0.0, 3.0, 0.04, 0.0, 0.02);
|
|
float power2 = _Power2; //Higher power means thinner line
|
|
float frequency2 = _Frequency2 + wave(0.0, 4.0, 0.05, 0.0, 0.02);
|
|
float speed2 = _Speed2 + 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;
|
|
|
|
float3 waveCol1_temp=col/waveCol1;
|
|
col = lerp(col,waveCol1_temp, step(uv.y, waveHeight1));
|
|
|
|
float3 waveCol2_temp=col/waveCol2;
|
|
col = lerp(col,waveCol2_temp, step(uv.y, waveHeight2));
|
|
|
|
// Output to screen
|
|
fixed4 fragColor = float4(col,1.0)*IN.color;
|
|
|
|
#ifdef UNITY_UI_CLIP_RECT
|
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
|
fragColor.a *= m.x * m.y;
|
|
#endif
|
|
|
|
#ifdef UNITY_UI_ALPHACLIP
|
|
clip (fragColor.a - 0.001);
|
|
#endif
|
|
|
|
return fragColor;
|
|
}
|
|
|
|
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
} |