Files

192 lines
6.2 KiB
GLSL

Shader "BriarQueen/UI/Dissolve Blue Particles"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1, 1, 1, 1)
_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
_EdgeWidth ("Edge Width", Range(0.001, 0.25)) = 0.06
_ParticleColor ("Particle Color", Color) = (0.15, 0.65, 1, 1)
_ParticleIntensity ("Particle Intensity", Range(0, 8)) = 2.5
_ParticleDensity ("Particle Density", Range(0, 1)) = 0.82
_ParticleScale ("Particle Scale", Range(10, 250)) = 95
_ParticleDrift ("Particle Drift", Range(0, 3)) = 0.65
_NoiseScale ("Noise Scale", Range(1, 80)) = 24
_NoiseStrength ("Noise Strength", Range(0, 1)) = 0.55
[Toggle] _ReverseDirection ("Reverse Direction", Float) = 0
_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
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float _DissolveAmount;
float _EdgeWidth;
fixed4 _ParticleColor;
float _ParticleIntensity;
float _ParticleDensity;
float _ParticleScale;
float _ParticleDrift;
float _NoiseScale;
float _NoiseStrength;
float _ReverseDirection;
float Hash21(float2 p)
{
p = frac(p * float2(123.34, 345.45));
p += dot(p, p + 34.345);
return frac(p.x * p.y);
}
float ValueNoise(float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
float2 u = f * f * (3.0 - 2.0 * f);
float a = Hash21(i);
float b = Hash21(i + float2(1.0, 0.0));
float c = Hash21(i + float2(0.0, 1.0));
float d = Hash21(i + float2(1.0, 1.0));
return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y);
}
float DissolveNoise(float2 uv)
{
float n = ValueNoise(uv * _NoiseScale);
n += ValueNoise(uv * _NoiseScale * 2.13 + 17.0) * 0.5;
n += ValueNoise(uv * _NoiseScale * 4.07 + 43.0) * 0.25;
n /= 1.75;
float verticalBias = lerp(uv.y, 1.0 - uv.y, step(0.5, _ReverseDirection));
return saturate(lerp(verticalBias, n, _NoiseStrength));
}
Varyings Vert(AppData input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.vertex;
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = input.texcoord;
output.color = input.color * _Color;
return output;
}
fixed4 Frag(Varyings input) : SV_Target
{
fixed4 color = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#endif
float amount = saturate(_DissolveAmount);
float dissolveNoise = DissolveNoise(input.uv);
float visible = smoothstep(amount - _EdgeWidth, amount + _EdgeWidth, dissolveNoise);
visible = amount <= 0.001 ? 1.0 : visible;
visible = amount >= 0.999 ? 0.0 : visible;
float edge = 1.0 - smoothstep(0.0, _EdgeWidth, abs(dissolveNoise - amount));
edge *= step(0.001, amount) * step(amount, 0.999);
float2 particleUv = input.uv * _ParticleScale;
particleUv.y += _Time.y * _ParticleDrift;
particleUv.x += sin(_Time.y + input.uv.y * 12.0) * 0.35;
float particles = step(_ParticleDensity, Hash21(floor(particleUv)));
particles *= edge;
particles *= visible;
color.rgb += _ParticleColor.rgb * particles * _ParticleIntensity;
color.rgb = lerp(color.rgb, _ParticleColor.rgb, edge * 0.35);
color.a *= visible;
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}