diff options
Diffstat (limited to 'Assets/ThirdParty/XWeaponTrail/Shader/xft_displacement_screen.shader')
-rw-r--r-- | Assets/ThirdParty/XWeaponTrail/Shader/xft_displacement_screen.shader | 126 |
1 files changed, 0 insertions, 126 deletions
diff --git a/Assets/ThirdParty/XWeaponTrail/Shader/xft_displacement_screen.shader b/Assets/ThirdParty/XWeaponTrail/Shader/xft_displacement_screen.shader deleted file mode 100644 index d541f496..00000000 --- a/Assets/ThirdParty/XWeaponTrail/Shader/xft_displacement_screen.shader +++ /dev/null @@ -1,126 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Xffect/displacement/screen" { -Properties { - _DispMap ("Displacement Map (RG)", 2D) = "white" {} - _MaskTex ("Mask (R)", 2D) = "white" {} - _DispScrollSpeedX ("Map Scroll Speed X", Float) = 0 - _DispScrollSpeedY ("Map Scroll Speed Y", Float) = 0 - _StrengthX ("Displacement Strength X", Float) = 1 - _StrengthY ("Displacement Strength Y", Float) = -1 -} - -Category { - Tags { "Queue"="Transparent+99" "RenderType"="Transparent" } - Blend SrcAlpha OneMinusSrcAlpha - //AlphaTest Greater .01 - Cull Off Lighting Off ZWrite Off ZTest Always - - BindChannels { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord - } - - SubShader { - GrabPass { - Name "BASE" - Tags { "LightMode" = "Always" } - } - - Pass { - Name "BASE" - Tags { "LightMode" = "Always" } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest -#include "UnityCG.cginc" - -struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord: TEXCOORD0; - float2 param : TEXCOORD1; -}; - -struct v2f { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 uvmain : TEXCOORD0; - float2 param : TEXCOORD1; - float4 uvgrab : TEXCOORD2; -}; - -uniform half _StrengthX; -uniform half _StrengthY; - -uniform float4 _DispMap_ST; -uniform sampler2D _DispMap; -uniform sampler2D _MaskTex; -uniform half _DispScrollSpeedY; -uniform half _DispScrollSpeedX; - -v2f vert (appdata_t v) -{ - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - #if UNITY_UV_STARTS_AT_TOP - float scale = -1.0; - #else - float scale = 1.0; - #endif - o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; - o.uvgrab.zw = o.vertex.zw; - o.uvmain = TRANSFORM_TEX( v.texcoord, _DispMap ); - o.color = v.color; - o.param = v.param; - return o; -} - -sampler2D _GrabTexture; - -half4 frag( v2f i ) : COLOR -{ - //scroll displacement map. - half2 mapoft = half2(_Time.y*_DispScrollSpeedX, _Time.y*_DispScrollSpeedY); - - //get displacement color - half4 offsetColor = tex2D(_DispMap, i.uvmain + mapoft); - - //get offset - half oftX = offsetColor.r * _StrengthX * i.param.x; - half oftY = offsetColor.g * _StrengthY * i.param.x; - - i.uvgrab.x += oftX; - i.uvgrab.y += oftY; - - half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); - - //intensity is controlled by particle color. - col.a = i.color.a; - - //use mask's red channel to determine visibility. - fixed4 tint = tex2D( _MaskTex, i.uvmain ); - - col.a *= tint.r; - - return col; -} -ENDCG - } -} - - // ------------------------------------------------------------------ - // Fallback for older cards and Unity non-Pro - - SubShader { - Blend SrcAlpha OneMinusSrcAlpha - Pass { - Name "BASE" - SetTexture [_MainTex] { combine texture * primary double, texture * primary } - } - } -} -} |