batteryDiagnosis/Assets/3rdParty/Sci-Fi VFX/Shaders/SF_VFX_CircleShield.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "QFX/SF_VFX/AnimatedShield" {
Properties{
[HDR]_Color("Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex("Particle Texture", 2D) = "white" {}
_Scale ("Scale", Range(0.1,500.0)) = 3.0
_Speed ("Speed", Range(-50,50.0)) = 1.0
_Params("Params", Float) = (0.5,4,0.1,0)
}
Category{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _MaskColor;
sampler2D _MainTex;
half _Scale;
half _Speed;
fixed4 _Params;
struct appdata_t {
float4 position : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.position = UnityObjectToClipPos(v.position);
o.color = v.color;
return o;
}
float4 frag(v2f i) : SV_Target
{
half2 uv = i.texcoord;
float2 center = float2(0.5, 0.5);
float x = (center.x-uv.x)*_Params.w;
float y = (center.y-uv.y);
float r = -sqrt(_Params.x *x*x + _Params.y * y*y);
float z = 1 + 0.5*cos((r+_Time.y*_Speed)/0.013);
if (r < _Params.z )
discard;
float2 nuv = i.texcoord + z;
float4 mainTex = tex2D(_MainTex, nuv);
float4 color = 2.0f * i.color * mainTex;
color.a = saturate(color.a);
color *= _Color;
return color;
}
ENDCG
}
}
}
}