diff --git a/Assets/AllIn1SpriteShader.meta b/Assets/AllIn1SpriteShader.meta new file mode 100644 index 0000000..9c1c482 --- /dev/null +++ b/Assets/AllIn1SpriteShader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5d9d9b40a896fd44281b2adb6bdaa6bf +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/!Start_Here.txt b/Assets/AllIn1SpriteShader/!Start_Here.txt new file mode 100644 index 0000000..4e3b03f --- /dev/null +++ b/Assets/AllIn1SpriteShader/!Start_Here.txt @@ -0,0 +1,19 @@ +Hi there! Thanks for purchasing the asset, I really hope you enjoy it and that it helps you take your projects to the next level :D + +If this is your first time using the asset reading the First Steps section of the Documentation PDF or watching this quick overview video is the best place to start: +https://youtu.be/ThvqkJ5q-gk +You will learn the basic workflow in a matter of minutes. And then, to learn all the asset can do you can proceed to read the rest of the Documentation or to watch all the other video tutorials. + +The asset is mainly targeted to be used in sprites and UI. But it can be used anywhere. Many creative users also use the asset in Meshes and VFX materials. +That being said I just made a new specialized asset for VFX. It's a spiritual successor to this asset but made with VFX creation in mind. +It has an awesome shader, more than 50 ready to use example prefabs, a huge asset library, editor tools and more. +Get it here with a HUGE DISCOUNT for owning this asset: https://assetstore.unity.com/packages/vfx/all-in-1-vfx-toolkit-206665 + + +I’m always open for questions, feedback and suggestions. The best way to contact me is by email. Please don’t write questions in the Unity Forums, Youtube videos, Twitter or wherever else since I will probably miss them. +I always reply much faster (in 24h or less) by email. +When reaching out please attach your invoice number too and make sure you have read the Documentation PDF or watched the equivalent video playlist linked in the PDF. +The email address is: seasidegamestudios@gmail.com + +If you like the asset please make sure to drop a review on the Asset Store page. It helps out a ton: +https://assetstore.unity.com/packages/vfx/shaders/all-in-1-sprite-shader-156513 \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/!Start_Here.txt.meta b/Assets/AllIn1SpriteShader/!Start_Here.txt.meta new file mode 100644 index 0000000..3cc9589 --- /dev/null +++ b/Assets/AllIn1SpriteShader/!Start_Here.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 40da9e3a3b0e50c4599a7abc58b8598e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/2DRenderer-URP-Package-2021.2+.unitypackage.meta b/Assets/AllIn1SpriteShader/2DRenderer-URP-Package-2021.2+.unitypackage.meta new file mode 100644 index 0000000..b7c4cd4 --- /dev/null +++ b/Assets/AllIn1SpriteShader/2DRenderer-URP-Package-2021.2+.unitypackage.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a55ee4efaad27d948ba5f03fc6d7bc80 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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UnityEngine; +using UnityEngine.UI; + +namespace AllIn1SpriteShader +{ + public class All1ShaderDemoController : MonoBehaviour + { + [SerializeField] private DemoCircleExpositor[] expositors = null; + [SerializeField] private Text expositorsTitle = null, expositorsTitleOutline = null; + public float expositorDistance; + + private int currExpositor; + + [SerializeField] private GameObject background = null; + private Material backgroundMat; + [SerializeField] private float colorLerpSpeed = 0; + private Color[] targetColors; + private Color[] currentColors; + + void Start() + { + currExpositor = 0; + SetExpositorText(); + + for (int i = 0; i < expositors.Length; i++) expositors[i].transform.position = new Vector3(0, expositorDistance * i, 0); + + backgroundMat = background.GetComponent().material; + targetColors = new Color[4]; + targetColors[0] = backgroundMat.GetColor("_GradTopLeftCol"); + targetColors[1] = backgroundMat.GetColor("_GradTopRightCol"); + targetColors[2] = backgroundMat.GetColor("_GradBotLeftCol"); + targetColors[3] = backgroundMat.GetColor("_GradBotRightCol"); + currentColors = targetColors.Clone() as Color[]; + } + + void Update() + { + GetInput(); + + currentColors[0] = Color.Lerp(currentColors[0], targetColors[(0 + currExpositor) % targetColors.Length], colorLerpSpeed * Time.deltaTime); + currentColors[1] = Color.Lerp(currentColors[1], targetColors[(1 + currExpositor) % targetColors.Length], colorLerpSpeed * Time.deltaTime); + currentColors[2] = Color.Lerp(currentColors[2], targetColors[(2 + currExpositor) % targetColors.Length], colorLerpSpeed * Time.deltaTime); + currentColors[3] = Color.Lerp(currentColors[3], targetColors[(3 + currExpositor) % targetColors.Length], colorLerpSpeed * Time.deltaTime); + backgroundMat.SetColor("_GradTopLeftCol", currentColors[0]); + backgroundMat.SetColor("_GradTopRightCol", currentColors[1]); + backgroundMat.SetColor("_GradBotLeftCol", currentColors[2]); + backgroundMat.SetColor("_GradBotRightCol", currentColors[3]); + } + + private void GetInput() + { + if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A)) + { + expositors[currExpositor].ChangeTarget(-1); + } + else if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D)) + { + expositors[currExpositor].ChangeTarget(1); + } + else if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W)) + { + ChangeExpositor(-1); + } + else if (Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S)) + { + ChangeExpositor(1); + } + } + + private void ChangeExpositor(int offset) + { + currExpositor += offset; + if (currExpositor > expositors.Length - 1) currExpositor = 0; + else if (currExpositor < 0) currExpositor = expositors.Length - 1; + SetExpositorText(); + } + + private void SetExpositorText() + { + expositorsTitle.text = expositors[currExpositor].name; + expositorsTitleOutline.text = expositors[currExpositor].name; + } + + public int GetCurrExpositor() { return currExpositor; } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/All1ShaderDemoController.cs.meta b/Assets/AllIn1SpriteShader/Demo/Scripts/All1ShaderDemoController.cs.meta new file mode 100644 index 0000000..1a4366e --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/All1ShaderDemoController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b549ed925b49d274c876184f60faabdf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/All1TextureOffsetOverTime.cs b/Assets/AllIn1SpriteShader/Demo/Scripts/All1TextureOffsetOverTime.cs new file mode 100644 index 0000000..61138c1 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/All1TextureOffsetOverTime.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace AllIn1SpriteShader +{ + public class All1TextureOffsetOverTime : MonoBehaviour + { + [SerializeField] private string texturePropertyName = "_MainTex"; + [SerializeField] private Vector2 offsetSpeed = Vector2.zero; + + [SerializeField, Header("If missing will search object Sprite Renderer or UI Image")] + private Material mat; + + private int textureShaderId; + private Vector2 currOffset = Vector2.zero; + + private void Start() + { + //Get material if missing + if (mat == null) + { + SpriteRenderer sr = GetComponent(); + if (sr != null) mat = sr.material; + else + { + Image i = GetComponent(); + if (i != null) mat = i.material; + } + } + + //Show error message if material or textureName property error + //Otherwise cache shader property ID + if (mat == null) DestroyComponentAndLogError(gameObject.name + " has no valid Material, deleting All1TextureOffsetOverTIme component"); + else + { + if (mat.HasProperty(texturePropertyName)) textureShaderId = Shader.PropertyToID(texturePropertyName); + else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + texturePropertyName + " property"); + } + } + + public void Update() + { + //Update currOffset and update shader property + currOffset.x += offsetSpeed.x * Time.deltaTime; + currOffset.y += offsetSpeed.y * Time.deltaTime; + mat.SetTextureOffset(textureShaderId, currOffset); + } + + private void DestroyComponentAndLogError(string logError) + { + Debug.LogError(logError); + Destroy(this); + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/All1TextureOffsetOverTime.cs.meta b/Assets/AllIn1SpriteShader/Demo/Scripts/All1TextureOffsetOverTime.cs.meta new file mode 100644 index 0000000..03c69ec --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/All1TextureOffsetOverTime.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f3804424ee2f162418d9294faf7ba055 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/AllIn1ScrollProperty.cs b/Assets/AllIn1SpriteShader/Demo/Scripts/AllIn1ScrollProperty.cs new file mode 100644 index 0000000..d98f8e7 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/AllIn1ScrollProperty.cs @@ -0,0 +1,62 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace AllIn1SpriteShader +{ + public class AllIn1ScrollProperty : MonoBehaviour + { + [SerializeField] private string numericPropertyName = "_RotateUvAmount"; + [SerializeField] private float scrollSpeed = 0f; + + [Space, SerializeField] private bool applyModulo = false; + [SerializeField] private float modulo = 1f; + + [Space, SerializeField, Header("If missing will search object Sprite Renderer or UI Image")] + private Material mat; + + private int propertyShaderID; + private float currValue; + + public void Start() + { + //Get material if missing + if (mat == null) + { + SpriteRenderer sr = GetComponent(); + if (sr != null) mat = sr.material; + else + { + Image i = GetComponent(); + if (i != null) mat = i.material; + } + } + + //Show error message if material or numericPropertyName property error + //Otherwise cache shader property ID + if (mat == null) DestroyComponentAndLogError(gameObject.name + " has no valid Material, deleting All1TextureOffsetOverTIme component"); + else + { + if (mat.HasProperty(numericPropertyName)) propertyShaderID = Shader.PropertyToID(numericPropertyName); + else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + numericPropertyName + " property"); + + currValue = mat.GetFloat(propertyShaderID); + } + } + + private void Update() + { + //Update currOffset and update shader property + currValue += scrollSpeed * Time.deltaTime; + if (applyModulo) currValue %= modulo; + mat.SetFloat(propertyShaderID, currValue); + } + + private void DestroyComponentAndLogError(string logError) + { + Debug.LogError(logError); + Destroy(this); + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/AllIn1ScrollProperty.cs.meta b/Assets/AllIn1SpriteShader/Demo/Scripts/AllIn1ScrollProperty.cs.meta new file mode 100644 index 0000000..664a79f --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/AllIn1ScrollProperty.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 384dba07353e1f242b467b6857a1e3d4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/Demo2AutoScroll.cs b/Assets/AllIn1SpriteShader/Demo/Scripts/Demo2AutoScroll.cs new file mode 100644 index 0000000..165b5f6 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/Demo2AutoScroll.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace AllIn1SpriteShader +{ + public class Demo2AutoScroll : MonoBehaviour + { + private Transform[] children; + public float totalTime; + public GameObject sceneDescription = null; + + void Start() + { + sceneDescription.SetActive(false); + Camera.main.fieldOfView = 60f; + children = GetComponentsInChildren(); + for (int i = 0; i < children.Length; i++) + { + if (children[i].gameObject != gameObject) + { + children[i].gameObject.SetActive(false); + children[i].localPosition = Vector3.zero; + } + } + + totalTime = totalTime / (float)children.Length; + + StartCoroutine(ScrollElements()); + } + + IEnumerator ScrollElements() + { + int i = 0; + while (true) + { + if (children[i].gameObject == gameObject) + { + i = (i + 1) % children.Length; + continue; + } + children[i].gameObject.SetActive(true); + yield return new WaitForSeconds(totalTime); + children[i].gameObject.SetActive(false); + i = (i + 1) % children.Length; + } + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/Demo2AutoScroll.cs.meta b/Assets/AllIn1SpriteShader/Demo/Scripts/Demo2AutoScroll.cs.meta new file mode 100644 index 0000000..5817c36 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/Demo2AutoScroll.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cc188be2d64e8d041aed6f375d92c463 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCamera.cs b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCamera.cs new file mode 100644 index 0000000..35fe114 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCamera.cs @@ -0,0 +1,36 @@ +using System.Collections; +using UnityEngine; + +namespace AllIn1SpriteShader +{ + public class DemoCamera : MonoBehaviour + { + [SerializeField] private Transform targetedItem = null; + [SerializeField] private All1ShaderDemoController demoController = null; + [SerializeField] private float speed = 0; + private Vector3 offset; + private Vector3 target; + private bool canUpdate = false; + + void Awake() + { + offset = transform.position - targetedItem.position; + StartCoroutine(SetCamAfterStart()); + } + + private void Update() + { + if (!canUpdate) return; + target.y = demoController.GetCurrExpositor() * demoController.expositorDistance; + transform.position = Vector3.Lerp(transform.position, target, speed * Time.deltaTime); + } + + IEnumerator SetCamAfterStart() + { + yield return null; + transform.position = targetedItem.position + offset; + target = transform.position; + canUpdate = true; + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCamera.cs.meta b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCamera.cs.meta new file mode 100644 index 0000000..f4f6484 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCamera.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fcb2e887baa071545bad04c7b0e87cce +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCircleExpositor.cs b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCircleExpositor.cs new file mode 100644 index 0000000..3fa399f --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCircleExpositor.cs @@ -0,0 +1,54 @@ +using UnityEngine; + +namespace AllIn1SpriteShader +{ + public class DemoCircleExpositor : MonoBehaviour + { + [SerializeField] private float radius = 40f; + [SerializeField] private float rotateSpeed = 10f; + + private float zOffset = 0f; + private Transform[] items; + private int count = 0; + private int currentTarget = 0; + private float offsetRotation, iniY; + private Quaternion dummyRotation; + + void Start() + { + dummyRotation = transform.rotation; + iniY = transform.position.y; + + items = new Transform[transform.childCount]; + foreach (Transform child in transform) + { + items[count] = child; + count++; + } + + offsetRotation = 360.0f / count; + for (int i = 0; i < count; i++) + { + float angle = i * Mathf.PI * 2f / count; + Vector3 newPos = new Vector3(Mathf.Sin(angle) * radius, iniY, -Mathf.Cos(angle) * radius); + items[i].position = newPos; + } + + zOffset = radius - 40f; + transform.position = new Vector3(transform.position.x, transform.position.y, zOffset); + } + + private void Update() + { + transform.rotation = Quaternion.Slerp(transform.rotation, dummyRotation, rotateSpeed * Time.deltaTime); + } + + public void ChangeTarget(int offset) + { + currentTarget += offset; + if (currentTarget > items.Length - 1) currentTarget = 0; + else if (currentTarget < 0) currentTarget = items.Length - 1; + dummyRotation *= Quaternion.Euler(Vector3.up * (offset * offsetRotation)); + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCircleExpositor.cs.meta b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCircleExpositor.cs.meta new file mode 100644 index 0000000..f94708a --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoCircleExpositor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6972382efdee4c642812251660f0c4bb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoItem.cs b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoItem.cs new file mode 100644 index 0000000..95a88bf --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoItem.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +namespace AllIn1SpriteShader +{ + public class DemoItem : MonoBehaviour + { + static readonly Vector3 lookAtZ = new Vector3(0, 0, 1); + + void Update() + { + transform.LookAt(transform.position + lookAtZ); + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoItem.cs.meta b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoItem.cs.meta new file mode 100644 index 0000000..9cec5a6 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoItem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 98b644315d7a92842b89e04f55c48e02 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRandomColorSwap.cs b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRandomColorSwap.cs new file mode 100644 index 0000000..afa8d7b --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRandomColorSwap.cs @@ -0,0 +1,39 @@ +using UnityEngine; + +namespace AllIn1SpriteShader +{ + public class DemoRandomColorSwap : MonoBehaviour + { + private Material mat; + private readonly int colorSwapRed = Shader.PropertyToID("_ColorSwapRed"); + private readonly int colorSwapGreen = Shader.PropertyToID("_ColorSwapGreen"); + private readonly int colorSwapBlue = Shader.PropertyToID("_ColorSwapBlue"); + + void Start() + { + SpriteRenderer sr = GetComponent(); + if (sr != null) + { + mat = GetComponent().material; + if (mat != null) InvokeRepeating(nameof(NewColor), 0.0f, 0.6f); + else + { + Debug.LogError("No material found"); + Destroy(this); + } + } + } + + private void NewColor() + { + mat.SetColor(colorSwapRed, GenerateColor()); + mat.SetColor(colorSwapGreen, GenerateColor()); + mat.SetColor(colorSwapBlue, GenerateColor()); + } + + private Color GenerateColor() + { + return new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f), 1f); + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRandomColorSwap.cs.meta b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRandomColorSwap.cs.meta new file mode 100644 index 0000000..e90f1a2 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRandomColorSwap.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4ef3964599ee48c4ea5a4ecf012ed949 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRepositionExpositor.cs b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRepositionExpositor.cs new file mode 100644 index 0000000..b26becf --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRepositionExpositor.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace AllIn1SpriteShader +{ + public class DemoRepositionExpositor : MonoBehaviour + { + [SerializeField] private float paddingX = 10f; + + [ContextMenu("RepositionExpositor")] + private void RepositionExpositor() + { + int i = 0; + Vector3 tempLocalPos = Vector3.zero; + foreach (Transform child in transform) + { + tempLocalPos.x = i * paddingX; + child.localPosition = tempLocalPos; + i++; + } + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRepositionExpositor.cs.meta b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRepositionExpositor.cs.meta new file mode 100644 index 0000000..c9c12b1 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Demo/Scripts/DemoRepositionExpositor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 681095680e77fad40a6dd907b8ba358b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Demo/Textures.meta b/Assets/AllIn1SpriteShader/Demo/Textures.meta new file mode 100644 index 0000000..690e5f7 --- 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b/Assets/AllIn1SpriteShader/Documentation.pdf.meta new file mode 100644 index 0000000..dd35eb7 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Documentation.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 593198a96eec1d74c8549e7b54168503 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Editor.meta b/Assets/AllIn1SpriteShader/Editor.meta new file mode 100644 index 0000000..4d7651e --- /dev/null +++ b/Assets/AllIn1SpriteShader/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 88005189a0eaefe4aa34961fe0208e26 +folderAsset: yes +timeCreated: 1464994693 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderGradientDrawer.cs b/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderGradientDrawer.cs new file mode 100644 index 0000000..4b069b3 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderGradientDrawer.cs @@ -0,0 +1,253 @@ +#if UNITY_EDITOR +using System; +using System.Linq; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace AllIn1SpriteShader +{ + public class AllIn1ShaderGradientDrawer : MaterialPropertyDrawer + { + private int resolution; + private Texture2D textureAsset; + + public AllIn1ShaderGradientDrawer() + { + resolution = 64; + } + + public AllIn1ShaderGradientDrawer(float res) + { + resolution = (int)res; + } + + private static bool IsPropertyTypeSuitable(MaterialProperty prop) + { + return prop.type == MaterialProperty.PropType.Texture; + } + + public string TextureName(MaterialProperty prop) => $"{prop.name}Tex"; + + public override void OnGUI(Rect position, MaterialProperty prop, GUIContent label, MaterialEditor editor) + { + if (!IsPropertyTypeSuitable(prop)) + { + EditorGUI.HelpBox(position, $"[Gradient] used on non-texture property \"{prop.name}\"", MessageType.Error); + return; + } + + if (!AssetDatabase.Contains(prop.targets.FirstOrDefault())) + { + EditorGUI.HelpBox(position, "Save Material To Folder to use this effect. Or use the regular Color Ramp instead", MessageType.Error); + return; + } + + string textureName = TextureName(prop); + + Gradient currentGradient = null; + if (prop.targets.Length == 1) + { + Material target = (Material)prop.targets[0]; + string path = AssetDatabase.GetAssetPath(target); + textureAsset = GetTextureAsset(path, textureName); + if (textureAsset != null) + currentGradient = DecodeGradient(prop, textureAsset.name); + if (currentGradient == null) + currentGradient = new Gradient() { }; + + EditorGUI.showMixedValue = false; + } + else + { + EditorGUI.showMixedValue = true; + } + + using (EditorGUI.ChangeCheckScope changeScope = new EditorGUI.ChangeCheckScope()) + { + currentGradient = EditorGUILayout.GradientField(label, currentGradient, GUILayout.Height(15)); + + if (changeScope.changed) + { + string encodedGradient = EncodeGradient(currentGradient); + string fullAssetName = textureName + encodedGradient; + foreach (Object target in prop.targets) + { + if (!AssetDatabase.Contains(target)) continue; + + string path = AssetDatabase.GetAssetPath(target); + Texture2D textureAsset = GetTexture(path, textureName); + Undo.RecordObject(textureAsset, "Change Material Gradient"); + textureAsset.name = fullAssetName; + BakeGradient(currentGradient, textureAsset); + EditorUtility.SetDirty(textureAsset); + + Material material = (Material)target; + material.SetTexture(prop.name, textureAsset); + } + } + } + EditorGUI.showMixedValue = false; + } + + private Texture2D GetTexture(string path, string name) + { + textureAsset = GetTextureAsset(path, name); + if (textureAsset == null) CreateTexture(path, name); + if (textureAsset.width != resolution) textureAsset.Reinitialize(resolution, 1); + return textureAsset; + } + + private void CreateTexture(string path, string name = "unnamed texture") + { + textureAsset = new Texture2D(resolution, 1, TextureFormat.RGBA32, false); + textureAsset.wrapMode = TextureWrapMode.Clamp; + textureAsset.filterMode = FilterMode.Bilinear; + textureAsset.name = name; + AssetDatabase.AddObjectToAsset(textureAsset, path); + AssetDatabase.Refresh(); + } + + private string EncodeGradient(Gradient gradient) + { + if (gradient == null) return null; + return JsonUtility.ToJson(new GradientRepresentation(gradient)); + } + + private Gradient DecodeGradient(MaterialProperty prop, string name) + { + string json = name.Substring(TextureName(prop).Length); + try + { + return JsonUtility.FromJson(json).ToGradient(); + } + catch (Exception) + { + return null; + } + } + + private Texture2D GetTextureAsset(string path, string name) + { + return AssetDatabase.LoadAllAssetsAtPath(path).FirstOrDefault(asset => asset.name.StartsWith(name)) as Texture2D; + } + + private void BakeGradient(Gradient gradient, Texture2D texture) + { + if (gradient == null) return; + for (int x = 0; x < texture.width; x++) + { + Color color = gradient.Evaluate((float)x / (texture.width - 1)); + for (int y = 0; y < texture.height; y++) texture.SetPixel(x, y, color); + } + texture.Apply(); + } + + [MenuItem("Assets/AllIn1Shader/Remove All Gradient Textures")] + static void RemoveAllSubassets() + { + foreach(Object asset in Selection.GetFiltered(SelectionMode.Assets)) + { + string path = AssetDatabase.GetAssetPath(asset); + AssetDatabase.ImportAsset(path); + foreach(Object subAsset in AssetDatabase.LoadAllAssetRepresentationsAtPath(path)) + { + Object.DestroyImmediate(subAsset, true); + } + AssetDatabase.ImportAsset(path); + } + } + + class GradientRepresentation + { + public GradientMode mode; + public ColorKey[] colorKeys; + public AlphaKey[] alphaKeys; + + public GradientRepresentation() { } + + public GradientRepresentation(Gradient source) + { + FromGradient(source); + } + + public void FromGradient(Gradient source) + { + mode = source.mode; + colorKeys = source.colorKeys.Select(key => new ColorKey(key)).ToArray(); + alphaKeys = source.alphaKeys.Select(key => new AlphaKey(key)).ToArray(); + } + + public void ToGradient(Gradient gradient) + { + gradient.mode = mode; + gradient.colorKeys = colorKeys.Select(key => key.ToGradientKey()).ToArray(); + gradient.alphaKeys = alphaKeys.Select(key => key.ToGradientKey()).ToArray(); + } + + public Gradient ToGradient() + { + Gradient gradient = new Gradient(); + ToGradient(gradient); + return gradient; + } + + [Serializable] + public struct ColorKey + { + public Color color; + public float time; + + public ColorKey(GradientColorKey source) + { + color = default; + time = default; + FromGradientKey(source); + } + + public void FromGradientKey(GradientColorKey source) + { + color = source.color; + time = source.time; + } + + public GradientColorKey ToGradientKey() + { + GradientColorKey key; + key.color = color; + key.time = time; + return key; + } + } + + [Serializable] + public struct AlphaKey + { + public float alpha; + public float time; + + public AlphaKey(GradientAlphaKey source) + { + alpha = default; + time = default; + FromGradientKey(source); + } + + public void FromGradientKey(GradientAlphaKey source) + { + alpha = source.alpha; + time = source.time; + } + + public GradientAlphaKey ToGradientKey() + { + GradientAlphaKey key; + key.alpha = alpha; + key.time = time; + return key; + } + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderGradientDrawer.cs.meta b/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderGradientDrawer.cs.meta new file mode 100644 index 0000000..b2d350a --- /dev/null +++ b/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderGradientDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c51263ea47edd3641a26e5f242925bcf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderScriptEditor.cs b/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderScriptEditor.cs new file mode 100644 index 0000000..4e30e2b --- /dev/null +++ b/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderScriptEditor.cs @@ -0,0 +1,285 @@ +#if UNITY_EDITOR +using UnityEditor; +using UnityEngine; +using UnityEngine.UI; + +namespace AllIn1SpriteShader +{ + [CustomEditor(typeof(AllIn1Shader)), CanEditMultipleObjects] + public class AllIn1ShaderScriptEditor : UnityEditor.Editor + { + private bool showUrpWarning = false; + private double warningTime = 0f; + private SerializedProperty m_NormalStrength, m_NormalSmoothing; + + private enum ImageType + { + ShowImage, + HideInComponent, + HideEverywhere + } + private ImageType imageType; + + private void OnEnable() + { + m_NormalStrength = serializedObject.FindProperty("normalStrength"); + m_NormalSmoothing = serializedObject.FindProperty("normalSmoothing"); + } + + public override void OnInspectorGUI() + { + ChooseAndDiplayAssetImage(); + + AllIn1Shader myScript = (AllIn1Shader)target; + + SetCurrentShaderType(myScript); + + if (GUILayout.Button("Deactivate All Effects")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).ClearAllKeywords(); + } + } + + + if (GUILayout.Button("New Clean Material")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).TryCreateNew(); + } + } + + + if (GUILayout.Button("Create New Material With Same Properties (SEE DOC)")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).MakeCopy(); + } + } + + if (GUILayout.Button("Save Material To Folder (SEE DOC)")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).SaveMaterial(); + } + } + + if (GUILayout.Button("Apply Material To All Children")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).ApplyMaterialToHierarchy(); + } + } + + if (myScript.shaderTypes != AllIn1Shader.ShaderTypes.Urp2dRenderer) + { + if (GUILayout.Button("Render Material To Image")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).RenderToImage(); + } + } + } + + bool isUrp = false; + Shader temp = Resources.Load("AllIn1Urp2dRenderer", typeof(Shader)) as Shader; + if (temp != null) isUrp = true; + EditorGUILayout.BeginHorizontal(); + { + GUILayout.Label("Change Shader Variant:", GUILayout.MaxWidth(140)); + int previousShaderType = (int)myScript.shaderTypes; + myScript.shaderTypes = (AllIn1Shader.ShaderTypes)EditorGUILayout.EnumPopup(myScript.shaderTypes); + if (previousShaderType != (int)myScript.shaderTypes) + { + for (int i = 0; i < targets.Length; i++) (targets[i] as AllIn1Shader).CheckIfValidTarget(); + if (myScript == null) return; + if (isUrp || myScript.shaderTypes != AllIn1Shader.ShaderTypes.Urp2dRenderer) + { + Debug.Log(myScript.gameObject.name + " shader variant has been changed to: " + myScript.shaderTypes); + myScript.SetSceneDirty(); + + Renderer sr = myScript.GetComponent(); + if (sr != null) + { + if (sr.sharedMaterial != null) + { + int renderingQueue = sr.sharedMaterial.renderQueue; + if (myScript.shaderTypes == AllIn1Shader.ShaderTypes.Default) sr.sharedMaterial.shader = Resources.Load("AllIn1SpriteShader", typeof(Shader)) as Shader; + else if (myScript.shaderTypes == AllIn1Shader.ShaderTypes.ScaledTime) sr.sharedMaterial.shader = Resources.Load("AllIn1SpriteShaderScaledTime", typeof(Shader)) as Shader; + else if (myScript.shaderTypes == AllIn1Shader.ShaderTypes.MaskedUI) sr.sharedMaterial.shader = Resources.Load("AllIn1SpriteShaderUiMask", typeof(Shader)) as Shader; + else if (myScript.shaderTypes == AllIn1Shader.ShaderTypes.Urp2dRenderer) sr.sharedMaterial.shader = Resources.Load("AllIn1Urp2dRenderer", typeof(Shader)) as Shader; + else SetCurrentShaderType(myScript); + sr.sharedMaterial.renderQueue = renderingQueue; + } + } + else + { + Graphic img = myScript.GetComponent(); + if (img != null && img.material != null) + { + int renderingQueue = img.material.renderQueue; + if (myScript.shaderTypes == AllIn1Shader.ShaderTypes.Default) img.material.shader = Resources.Load("AllIn1SpriteShader", typeof(Shader)) as Shader; + else if (myScript.shaderTypes == AllIn1Shader.ShaderTypes.ScaledTime) img.material.shader = Resources.Load("AllIn1SpriteShaderScaledTime", typeof(Shader)) as Shader; + else if (myScript.shaderTypes == AllIn1Shader.ShaderTypes.MaskedUI) img.material.shader = Resources.Load("AllIn1SpriteShaderUiMask", typeof(Shader)) as Shader; + else if (myScript.shaderTypes == AllIn1Shader.ShaderTypes.Urp2dRenderer) img.material.shader = Resources.Load("AllIn1Urp2dRenderer", typeof(Shader)) as Shader; + else SetCurrentShaderType(myScript); + img.material.renderQueue = renderingQueue; + } + } + } + else if(!isUrp && myScript.shaderTypes == AllIn1Shader.ShaderTypes.Urp2dRenderer) + { + myScript.shaderTypes = (AllIn1Shader.ShaderTypes) previousShaderType; + showUrpWarning = true; + warningTime = EditorApplication.timeSinceStartup + 5; + } + } + } + EditorGUILayout.EndHorizontal(); + + if (warningTime < EditorApplication.timeSinceStartup) showUrpWarning = false; + if (isUrp) showUrpWarning = false; + if (showUrpWarning) EditorGUILayout.HelpBox( + "You can't set the URP 2D Renderer variant since you didn't import the URP package available in the asset root folder (SEE DOCUMENTATION)", + MessageType.Error, + true); + + if (isUrp && myScript.shaderTypes == AllIn1Shader.ShaderTypes.Urp2dRenderer) + { + EditorGUILayout.Space(); + DrawLine(Color.grey, 1, 3); + EditorGUILayout.Space(); + + if (GUILayout.Button("Create And Add Normal Map")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).CreateAndAssignNormalMap(); + } + } + serializedObject.Update(); + EditorGUILayout.PropertyField(m_NormalStrength, new GUIContent("Normal Strength"), GUILayout.Height(20)); + EditorGUILayout.PropertyField(m_NormalSmoothing, new GUIContent("Normal Blur"), GUILayout.Height(20)); + if (myScript.computingNormal) + { + EditorGUILayout.LabelField("Normal Map is currently being created, be patient", EditorStyles.boldLabel, GUILayout.Height(40)); + } + serializedObject.ApplyModifiedProperties(); + + EditorGUILayout.Space(); + } + + DrawLine(Color.grey, 1, 3); + EditorGUILayout.Space(); + + if (GUILayout.Button("Sprite Atlas Auto Setup")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).ToggleSetAtlasUvs(true); + } + } + if (GUILayout.Button("Remove Sprite Atlas Configuration")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).ToggleSetAtlasUvs(false); + } + } + + EditorGUILayout.Space(); + DrawLine(Color.grey, 1, 3); + + if(GUILayout.Button("Remove Component")) + { + for(int i = targets.Length - 1; i >= 0; i--) + { + DestroyImmediate(targets[i] as AllIn1Shader); + (targets[i] as AllIn1Shader).SetSceneDirty(); + } + } + + if (GUILayout.Button("REMOVE COMPONENT AND MATERIAL")) + { + for (int i = 0; i < targets.Length; i++) + { + (targets[i] as AllIn1Shader).CleanMaterial(); + } + for (int i = targets.Length - 1; i >= 0; i--) + { + DestroyImmediate(targets[i] as AllIn1Shader); + } + } + } + + private void ChooseAndDiplayAssetImage() + { + if(!EditorPrefs.HasKey("allIn1ImageConfig")) + { + EditorPrefs.SetInt("allIn1ImageConfig", (int) ImageType.ShowImage); + } + + imageType = (ImageType) EditorPrefs.GetInt("allIn1ImageConfig"); + Texture2D imageInspector = null; + switch(imageType) + { + case ImageType.ShowImage: + { + imageInspector = + (Texture2D) AssetDatabase.LoadAssetAtPath("Assets/AllIn1SpriteShader/Textures/CustomEditorImage.png", + typeof(Texture2D)); + break; + } + case ImageType.HideInComponent: + imageInspector = + (Texture2D) AssetDatabase.LoadAssetAtPath("Assets/AllIn1SpriteShader/Textures/CustomEditorImage.png", + typeof(Texture2D)); + break; + } + + if(imageInspector && imageType != ImageType.HideInComponent && imageType != ImageType.HideEverywhere && imageInspector) + { + Rect rect = EditorGUILayout.GetControlRect(GUILayout.Height(40)); + GUI.DrawTexture(rect, imageInspector, ScaleMode.ScaleToFit, true); + } + } + + private void SetCurrentShaderType(AllIn1Shader myScript) + { + string shaderName = ""; + Renderer sr = myScript.GetComponent(); + if (sr != null) + { + shaderName = sr.sharedMaterial.shader.name; + } + else + { + Graphic img = myScript.GetComponent(); + if (img != null) shaderName = img.material.shader.name; + } + shaderName = shaderName.Replace("AllIn1SpriteShader/", ""); + + if (shaderName.Equals("AllIn1SpriteShader")) myScript.shaderTypes = AllIn1Shader.ShaderTypes.Default; + else if (shaderName.Equals("AllIn1SpriteShaderScaledTime")) myScript.shaderTypes = AllIn1Shader.ShaderTypes.ScaledTime; + else if (shaderName.Equals("AllIn1SpriteShaderUiMask")) myScript.shaderTypes = AllIn1Shader.ShaderTypes.MaskedUI; + else if (shaderName.Equals("AllIn1Urp2dRenderer")) myScript.shaderTypes = AllIn1Shader.ShaderTypes.Urp2dRenderer; + } + + private void DrawLine(Color color, int thickness = 2, int padding = 10) + { + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += (padding / 2); + r.x -= 2; + r.width += 6; + EditorGUI.DrawRect(r, color); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderScriptEditor.cs.meta b/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderScriptEditor.cs.meta new file mode 100644 index 0000000..14531a1 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Editor/AllIn1ShaderScriptEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 78232fc1cf0e9c445a36b7bf7fc49fdb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderMaterialInspector.cs b/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderMaterialInspector.cs new file mode 100644 index 0000000..7379a60 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderMaterialInspector.cs @@ -0,0 +1,828 @@ +#if UNITY_EDITOR +using System.Linq; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.Rendering; + +[CanEditMultipleObjects] +public class AllIn1SpriteShaderMaterialInspector : ShaderGUI +{ + private Material targetMat; + private BlendMode srcMode, dstMode; + private CompareFunction zTestMode = CompareFunction.LessEqual; + private CullMode cullMode; + + private GUIStyle propertiesStyle, bigLabelStyle, smallLabelStyle, toggleButtonStyle; + private const int bigFontSize = 16, smallFontSize = 11; + private string[] oldKeyWords; + private int effectCount = 1; + private Material originalMaterialCopy; + private MaterialEditor matEditor; + private MaterialProperty[] matProperties; + private uint[] materialDrawers = new uint[] { 1, 2, 4 }; + bool[] currEnabledDrawers; + private const uint advancedConfigDrawer = 0; + private const uint colorFxShapeDrawer = 1; + private const uint uvFxShapeDrawer = 2; + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + matEditor = materialEditor; + matProperties = properties; + targetMat = materialEditor.target as Material; + effectCount = 1; + oldKeyWords = targetMat.shaderKeywords; + propertiesStyle = new GUIStyle(EditorStyles.helpBox); + propertiesStyle.margin = new RectOffset(0, 0, 0, 0); + bigLabelStyle = new GUIStyle(EditorStyles.boldLabel); + bigLabelStyle.fontSize = bigFontSize; + smallLabelStyle = new GUIStyle(EditorStyles.boldLabel); + smallLabelStyle.fontSize = smallFontSize; + toggleButtonStyle = new GUIStyle(GUI.skin.button) { alignment = TextAnchor.MiddleCenter, richText = true }; + currEnabledDrawers = new bool[materialDrawers.Length]; + uint iniDrawers = (uint)ShaderGUI.FindProperty("_EditorDrawers", matProperties).floatValue; + for(int i = 0; i < materialDrawers.Length; i++) currEnabledDrawers[i] = (materialDrawers[i] & iniDrawers) > 0; + + GUILayout.Label("General Properties", bigLabelStyle); + DrawProperty(0); + DrawProperty(1); + DrawProperty(2); + + + currEnabledDrawers[advancedConfigDrawer] = GUILayout.Toggle(currEnabledDrawers[advancedConfigDrawer], new GUIContent("Show Advanced Configuration"), toggleButtonStyle); + if(currEnabledDrawers[advancedConfigDrawer]) + { + + EditorGUILayout.BeginVertical(propertiesStyle); + Blending(); + DrawLine(Color.grey, 1, 3); + Culling(); + DrawLine(Color.grey, 1, 3); + ZTest(); + DrawLine(Color.grey, 1, 3); + ZWrite(); + DrawLine(Color.grey, 1, 3); + GenericEffect("Unity Fog", "FOG_ON", -1, -1, false, boldToggleLetters: false); + DrawLine(Color.grey, 1, 3); + Billboard("Bilboard active", "BILBOARD_ON"); + DrawLine(Color.grey, 1, 3); + SpriteAtlas("Sprite inside an atlas?", "ATLAS_ON"); + DrawLine(Color.grey, 1, 3); + materialEditor.RenderQueueField(); + EditorGUILayout.EndVertical(); + } + + //Not needed since Unity batches sprites on its own + //EditorGUILayout.Separator(); + //materialEditor.EnableInstancingField(); + //Debug.Log(materialEditor.IsInstancingEnabled() + " " + Application.isBatchMode); + + EditorGUILayout.Separator(); + DrawLine(Color.grey, 1, 3); + GUILayout.Label("Color Effects", bigLabelStyle); + + currEnabledDrawers[colorFxShapeDrawer] = GUILayout.Toggle(currEnabledDrawers[colorFxShapeDrawer], new GUIContent("Show Color Effects"), toggleButtonStyle); + if(currEnabledDrawers[colorFxShapeDrawer]) + { + Glow("Glow", "GLOW_ON"); + GenericEffect("Fade", "FADE_ON", 7, 13); + Outline("Outline", "OUTBASE_ON"); + GenericEffect("Alpha Outline", "ALPHAOUTLINE_ON", 26, 30, true, "A more performant but less flexible outline"); + InnerOutline("Inner Outline", "INNEROUTLINE_ON", 66, 69); + Gradient("Gradient & Radial Gradient", "GRADIENT_ON"); + GenericEffect("Color Swap", "COLORSWAP_ON", 36, 42, true, "You will need a mask texture (see Documentation)", new int[] { 154 }); + GenericEffect("Hue Shift", "HSV_ON", 43, 45); + ColorChange("Change 1 Color", "CHANGECOLOR_ON"); + ColorRamp("Color Ramp", "COLORRAMP_ON"); + GenericEffect("Hit Effect", "HITEFFECT_ON", 46, 48); + GenericEffect("Negative", "NEGATIVE_ON", 49, 49); + GenericEffect("Pixelate", "PIXELATE_ON", 50, 50, true, "Looks bad with distorition effects"); + GreyScale("GreyScale", "GREYSCALE_ON"); + Posterize("Posterize", "POSTERIZE_ON"); + Blur("Blur", "BLUR_ON"); + GenericEffect("Motion Blur", "MOTIONBLUR_ON", 62, 63); + GenericEffect("Ghost", "GHOST_ON", 64, 65, true, "This effect will not affect the outline", new int[] { 157 }); + GenericEffect("Hologram", "HOLOGRAM_ON", 73, 77, true, null, new int[] { 140, 158 }); + GenericEffect("Chromatic Aberration", "CHROMABERR_ON", 78, 79); + GenericEffect("Glitch", "GLITCH_ON", 80, 80, true, null, new int[] { 139 }); + GenericEffect("Flicker", "FLICKER_ON", 81, 83); + GenericEffect("Shadow", "SHADOW_ON", 84, 87); + GenericEffect("Shine", "SHINE_ON", 133, 138); + GenericEffect("Contrast & Brightness", "CONTRAST_ON", 152, 153); + Overlay("Overlay Texture", "OVERLAY_ON"); + GenericEffect("Alpha Cutoff", "ALPHACUTOFF_ON", 70, 70); + GenericEffect("Alpha Round", "ALPHAROUND_ON", 144, 144); + } + + DrawLine(Color.grey, 1, 3); + GUILayout.Label("UV Effects", bigLabelStyle); + + currEnabledDrawers[uvFxShapeDrawer] = GUILayout.Toggle(currEnabledDrawers[uvFxShapeDrawer], new GUIContent("Show Alpha Effects"), toggleButtonStyle); + if(currEnabledDrawers[uvFxShapeDrawer]) + { + GenericEffect("Hand Drawn", "DOODLE_ON", 88, 89); + Grass("Grass Movement / Wind", "WIND_ON"); + GenericEffect("Wave", "WAVEUV_ON", 94, 98); + GenericEffect("Round Wave", "ROUNDWAVEUV_ON", 127, 128); + GenericEffect("Rect Size (Enable wireframe to see result)", "RECTSIZE_ON", 99, 99, true, "Only on single sprites spritesheets NOT supported"); + GenericEffect("Offset", "OFFSETUV_ON", 100, 101); + GenericEffect("Clipping / Fill Amount", "CLIPPING_ON", 102, 105); + GenericEffect("Texture Scroll", "TEXTURESCROLL_ON", 106, 107, true, "Set Texture Wrap Mode to Repeat"); + GenericEffect("Zoom", "ZOOMUV_ON", 108, 108); + GenericEffect("Distortion", "DISTORT_ON", 109, 112); + GenericEffect("Twist", "TWISTUV_ON", 113, 116); + GenericEffect("Rotate", "ROTATEUV_ON", 117, 117, true, "_Tip_ Use Clipping effect to avoid possible undesired parts"); + GenericEffect("Polar Coordinates (Tile texture for good results)", "POLARUV_ON", -1, -1); + GenericEffect("Fish Eye", "FISHEYE_ON", 118, 118); + GenericEffect("Pinch", "PINCH_ON", 119, 119); + GenericEffect("Shake", "SHAKEUV_ON", 120, 122); + } + + SetAndSaveEnabledDrawers(iniDrawers); + } + + private void SetAndSaveEnabledDrawers(uint iniDrawers) + { + uint currDrawers = 0; + for(int i = 0; i < currEnabledDrawers.Length; i++) + { + if(currEnabledDrawers[i]) currDrawers |= materialDrawers[i]; + } + + if(iniDrawers != currDrawers) ShaderGUI.FindProperty("_EditorDrawers", matProperties).floatValue = currDrawers; + } + + private void Blending() + { + MaterialProperty srcM = ShaderGUI.FindProperty("_MySrcMode", matProperties); + MaterialProperty dstM = ShaderGUI.FindProperty("_MyDstMode", matProperties); + if(srcM.floatValue == 0 && dstM.floatValue == 0) + { + srcM.floatValue = 5; + dstM.floatValue = 10; + } + + GUILayout.Label("Look for 'ShaderLab: Blending' if you don't know what this is", smallLabelStyle); + if(GUILayout.Button("Back To Default Blending")) + { + srcM.floatValue = 5; + dstM.floatValue = 10; + targetMat.DisableKeyword("PREMULTIPLYALPHA_ON"); + } + + srcMode = (BlendMode)srcM.floatValue; + dstMode = (BlendMode)dstM.floatValue; + srcMode = (BlendMode)EditorGUILayout.EnumPopup("SrcMode", srcMode); + dstMode = (BlendMode)EditorGUILayout.EnumPopup("DstMode", dstMode); + srcM.floatValue = (float)(srcMode); + dstM.floatValue = (float)(dstMode); + + bool ini = oldKeyWords.Contains("PREMULTIPLYALPHA_ON"); + bool toggle = EditorGUILayout.Toggle("Premultiply Alpha?", ini); + if(ini != toggle) Save(); + if(toggle) targetMat.EnableKeyword("PREMULTIPLYALPHA_ON"); + else targetMat.DisableKeyword("PREMULTIPLYALPHA_ON"); + } + + private void Billboard(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = inspector; + toggle = GUILayout.Toggle(toggle, effectNameLabel); + + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + GUILayout.Label("Don't use this feature on UI elements!", smallLabelStyle); + DrawProperty(129, true); + MaterialProperty billboardY = matProperties[129]; + if(billboardY.floatValue == 1) targetMat.EnableKeyword("BILBOARDY_ON"); + else targetMat.DisableKeyword("BILBOARDY_ON"); + } + else targetMat.DisableKeyword(keyword); + } + + private void ZWrite() + { + MaterialProperty zWrite = ShaderGUI.FindProperty("_ZWrite", matProperties); + bool toggle = zWrite.floatValue > 0.9f ? true : false; + EditorGUILayout.BeginHorizontal(); + { + float tempValue = zWrite.floatValue; + toggle = GUILayout.Toggle(toggle, new GUIContent("Enable Z Write")); + if(toggle) zWrite.floatValue = 1.0f; + else zWrite.floatValue = 0.0f; + if(tempValue != zWrite.floatValue && !Application.isPlaying) Save(); + } + EditorGUILayout.EndHorizontal(); + } + + private void ZTest() + { + MaterialProperty zTestM = ShaderGUI.FindProperty("_ZTestMode", matProperties); + float tempValue = zTestM.floatValue; + zTestMode = (UnityEngine.Rendering.CompareFunction)zTestM.floatValue; + zTestMode = (UnityEngine.Rendering.CompareFunction)EditorGUILayout.EnumPopup("Z TestMode", zTestMode); + zTestM.floatValue = (float)(zTestMode); + if(tempValue != zTestM.floatValue && !Application.isPlaying) Save(); + } + + private void Culling() + { + MaterialProperty cullO = ShaderGUI.FindProperty("_CullingOption", matProperties);; + float tempValue = cullO.floatValue; + cullMode = (UnityEngine.Rendering.CullMode)cullO.floatValue; + cullMode = (UnityEngine.Rendering.CullMode)EditorGUILayout.EnumPopup("Culling Mode", cullMode); + cullO.floatValue = (float)(cullMode); + if(tempValue != cullO.floatValue && !Application.isPlaying) Save(); + } + + private void SpriteAtlas(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + toggle = GUILayout.Toggle(toggle, inspector); + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + EditorGUILayout.BeginVertical(propertiesStyle); + { + GUILayout.Label("Make sure SpriteAtlasUV component is added \n " + + "*Check documentation if unsure what this does or how it works", smallLabelStyle); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword(keyword); + } + + private void Outline(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + ".Outline"; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("OUTBASE_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(14); + DrawProperty(15); + DrawProperty(16); + DrawEffectSubKeywordToggle("Outline High Resolution?", "OUTBASE8DIR_ON"); + + DrawLine(Color.grey, 1, 3); + bool outlinePixelPerf = DrawEffectSubKeywordToggle("Outline is Pixel Perfect?", "OUTBASEPIXELPERF_ON"); + if(outlinePixelPerf) DrawProperty(18); + else DrawProperty(17); + + DrawLine(Color.grey, 1, 3); + bool outlineTexture = DrawEffectSubKeywordToggle("Outline uses texture?", "OUTTEX_ON"); + if(outlineTexture) + { + DrawProperty(19); + DrawProperty(20); + DrawProperty(21); + } + + DrawLine(Color.grey, 1, 3); + bool outlineDistort = DrawEffectSubKeywordToggle("Outline uses distortion?", "OUTDIST_ON"); + if(outlineDistort) + { + DrawProperty(22); + DrawProperty(23); + DrawProperty(24); + DrawProperty(25); + } + + DrawLine(Color.grey, 1, 3); + DrawEffectSubKeywordToggle("Only render outline?", "ONLYOUTLINE_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("OUTBASE_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void GenericEffect(string inspector, string keyword, int first, int last, bool effectCounter = true, string preMessage = null, int[] extraProperties = null, bool boldToggleLetters = true) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + if(effectCounter) + { + effectNameLabel.text = effectCount + "." + inspector; + effectCount++; + } + else effectNameLabel.text = inspector; + if(boldToggleLetters) toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + else toggle = GUILayout.Toggle(toggle, effectNameLabel); + + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + if(first > 0) + { + EditorGUILayout.BeginVertical(propertiesStyle); + { + if(preMessage != null) GUILayout.Label(preMessage, smallLabelStyle); + for(int i = first; i <= last; i++) DrawProperty(i); + if(extraProperties != null) + foreach(int i in extraProperties) + DrawProperty(i); + } + EditorGUILayout.EndVertical(); + } + } + else targetMat.DisableKeyword(keyword); + + if(boldToggleLetters) EditorGUILayout.EndToggleGroup(); + } + + private void Glow(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("GLOW_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + bool useGlowTex = DrawEffectSubKeywordToggle("Use Glow Texture?", "GLOWTEX_ON"); + if(useGlowTex) DrawProperty(6); + + DrawProperty(3); + DrawProperty(4); + DrawProperty(5, true); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("GLOW_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void ColorRamp(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("COLORRAMP_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + bool useEditableGradient = false; + if(AssetDatabase.Contains(targetMat)) + { + useEditableGradient = oldKeyWords.Contains("GRADIENTCOLORRAMP_ON"); + bool gradientTex = useEditableGradient; + gradientTex = GUILayout.Toggle(gradientTex, new GUIContent("Use Editable Gradient?")); + if(useEditableGradient != gradientTex) + { + Save(); + if(gradientTex) + { + useEditableGradient = true; + targetMat.EnableKeyword("GRADIENTCOLORRAMP_ON"); + } + else targetMat.DisableKeyword("GRADIENTCOLORRAMP_ON"); + } + + if(useEditableGradient) matEditor.ShaderProperty(matProperties[159], matProperties[159].displayName); + } + else GUILayout.Label("*Save to folder to allow for dynamic Gradient property", smallLabelStyle); + + if(!useEditableGradient) DrawProperty(51); + + DrawProperty(52); + DrawProperty(53, true); + MaterialProperty colorRampOut = matProperties[53]; + if(colorRampOut.floatValue == 1) targetMat.EnableKeyword("COLORRAMPOUTLINE_ON"); + else targetMat.DisableKeyword("COLORRAMPOUTLINE_ON"); + DrawProperty(155); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("COLORRAMP_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void ColorChange(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("CHANGECOLOR_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + for(int i = 123; i < 127; i++) DrawProperty(i); + + DrawLine(Color.grey, 1, 3); + ini = oldKeyWords.Contains("CHANGECOLOR2_ON"); + bool toggle2 = ini; + toggle2 = EditorGUILayout.Toggle("Use Color 2", ini); + if(ini != toggle2) Save(); + if(toggle2) + { + targetMat.EnableKeyword("CHANGECOLOR2_ON"); + for(int i = 146; i < 149; i++) DrawProperty(i); + } + else targetMat.DisableKeyword("CHANGECOLOR2_ON"); + + DrawLine(Color.grey, 1, 3); + ini = oldKeyWords.Contains("CHANGECOLOR3_ON"); + toggle2 = ini; + toggle2 = EditorGUILayout.Toggle("Use Color 3", toggle2); + if(ini != toggle2) Save(); + if(toggle2) + { + targetMat.EnableKeyword("CHANGECOLOR3_ON"); + for(int i = 149; i < 152; i++) DrawProperty(i); + } + else targetMat.DisableKeyword("CHANGECOLOR3_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("CHANGECOLOR_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void GreyScale(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("GREYSCALE_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(54); + DrawProperty(56); + DrawProperty(55, true); + MaterialProperty greyScaleOut = matProperties[55]; + if(greyScaleOut.floatValue == 1) targetMat.EnableKeyword("GREYSCALEOUTLINE_ON"); + else targetMat.DisableKeyword("GREYSCALEOUTLINE_ON"); + DrawProperty(156); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("GREYSCALE_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void Posterize(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("POSTERIZE_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(57); + DrawProperty(58); + DrawProperty(59, true); + MaterialProperty posterizeOut = matProperties[59]; + if(posterizeOut.floatValue == 1) targetMat.EnableKeyword("POSTERIZEOUTLINE_ON"); + else targetMat.DisableKeyword("POSTERIZEOUTLINE_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("POSTERIZE_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void Blur(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("BLUR_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + GUILayout.Label("This effect will not affect the outline", smallLabelStyle); + DrawProperty(60); + DrawProperty(61, true); + MaterialProperty blurIsHd = matProperties[61]; + if(blurIsHd.floatValue == 1) targetMat.EnableKeyword("BLURISHD_ON"); + else targetMat.DisableKeyword("BLURISHD_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("BLUR_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void Grass(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("WIND_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(90); + DrawProperty(91); + DrawProperty(145); + DrawProperty(92); + DrawProperty(93, true); + MaterialProperty grassManual = matProperties[92]; + if(grassManual.floatValue == 1) targetMat.EnableKeyword("MANUALWIND_ON"); + else targetMat.DisableKeyword("MANUALWIND_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("WIND_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void InnerOutline(string inspector, string keyword, int first, int last) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + if(first > 0) + { + EditorGUILayout.BeginVertical(propertiesStyle); + { + for(int i = first; i <= last; i++) DrawProperty(i); + + EditorGUILayout.Separator(); + DrawProperty(72, true); + MaterialProperty onlyInOutline = matProperties[72]; + if(onlyInOutline.floatValue == 1) targetMat.EnableKeyword("ONLYINNEROUTLINE_ON"); + else targetMat.DisableKeyword("ONLYINNEROUTLINE_ON"); + } + EditorGUILayout.EndVertical(); + } + } + else targetMat.DisableKeyword(keyword); + + EditorGUILayout.EndToggleGroup(); + } + + private void Gradient(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(143, true); + MaterialProperty gradIsRadial = matProperties[143]; + if(gradIsRadial.floatValue == 1) + { + targetMat.EnableKeyword("RADIALGRADIENT_ON"); + DrawProperty(31); + DrawProperty(32); + DrawProperty(34); + DrawProperty(141); + } + else + { + targetMat.DisableKeyword("RADIALGRADIENT_ON"); + bool simpleGradient = oldKeyWords.Contains("GRADIENT2COL_ON"); + bool simpleGradToggle = EditorGUILayout.Toggle("2 Color Gradient?", simpleGradient); + if(simpleGradient && !simpleGradToggle) targetMat.DisableKeyword("GRADIENT2COL_ON"); + else if(!simpleGradient && simpleGradToggle) targetMat.EnableKeyword("GRADIENT2COL_ON"); + DrawProperty(31); + DrawProperty(32); + if(!simpleGradToggle) DrawProperty(33); + DrawProperty(34); + if(!simpleGradToggle) DrawProperty(35); + if(!simpleGradToggle) DrawProperty(141); + DrawProperty(142); + } + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword(keyword); + + EditorGUILayout.EndToggleGroup(); + } + + private void Overlay(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + EditorGUILayout.BeginVertical(propertiesStyle); + { + bool multModeOn = oldKeyWords.Contains("OVERLAYMULT_ON"); + bool isMultMode = multModeOn; + isMultMode = GUILayout.Toggle(isMultMode, new GUIContent("Is overlay multiplicative?")); + if(multModeOn != isMultMode) + { + Save(); + if(isMultMode) + { + multModeOn = true; + targetMat.EnableKeyword("OVERLAYMULT_ON"); + } + else targetMat.DisableKeyword("OVERLAYMULT_ON"); + } + + if(multModeOn) GUILayout.Label("Overlay is set to multiplicative mode", smallLabelStyle); + else GUILayout.Label("Overlay is set to additive mode", smallLabelStyle); + + for(int i = 160; i <= 163; i++) DrawProperty(i); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword(keyword); + + EditorGUILayout.EndToggleGroup(); + } + + private void DrawProperty(int index, bool noReset = false) + { + MaterialProperty targetProperty = matProperties[index]; + + EditorGUILayout.BeginHorizontal(); + { + GUIContent propertyLabel = new GUIContent(); + propertyLabel.text = targetProperty.displayName; + propertyLabel.tooltip = targetProperty.name + " (C#)"; + + matEditor.ShaderProperty(targetProperty, propertyLabel); + + if(!noReset) + { + GUIContent resetButtonLabel = new GUIContent(); + resetButtonLabel.text = "R"; + resetButtonLabel.tooltip = "Resets to default value"; + if(GUILayout.Button(resetButtonLabel, GUILayout.Width(20))) ResetProperty(targetProperty); + } + } + EditorGUILayout.EndHorizontal(); + } + + private void ResetProperty(MaterialProperty targetProperty) + { + if(originalMaterialCopy == null) originalMaterialCopy = new Material(targetMat.shader); + if(targetProperty.type == MaterialProperty.PropType.Float || targetProperty.type == MaterialProperty.PropType.Range) + { + targetProperty.floatValue = originalMaterialCopy.GetFloat(targetProperty.name); + } + else if(targetProperty.type == MaterialProperty.PropType.Vector) + { + targetProperty.vectorValue = originalMaterialCopy.GetVector(targetProperty.name); + } + else if(targetProperty.type == MaterialProperty.PropType.Color) + { + targetProperty.colorValue = originalMaterialCopy.GetColor(targetProperty.name); + } + else if(targetProperty.type == MaterialProperty.PropType.Texture) + { + targetProperty.textureValue = originalMaterialCopy.GetTexture(targetProperty.name); + } + } + + private bool DrawEffectSubKeywordToggle(string inspector, string keyword, bool setCustomConfigAfter = false) + { + GUIContent propertyLabel = new GUIContent(); + propertyLabel.text = inspector; + propertyLabel.tooltip = keyword + " (C#)"; + + bool ini = oldKeyWords.Contains(keyword); + bool toggle = ini; + toggle = GUILayout.Toggle(toggle, propertyLabel); + if(ini != toggle) + { + if(toggle) targetMat.EnableKeyword(keyword); + else targetMat.DisableKeyword(keyword); + } + + return toggle; + } + + private void Save() + { + if(!Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); + EditorUtility.SetDirty(targetMat); + } + + private void DrawLine(Color color, int thickness = 2, int padding = 10) + { + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += (padding / 2); + r.x -= 2; + r.width += 6; + EditorGUI.DrawRect(r, color); + } +} +#endif \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderMaterialInspector.cs.meta b/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderMaterialInspector.cs.meta new file mode 100644 index 0000000..21a9bdf --- /dev/null +++ b/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderMaterialInspector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f42211545c188ae41b1e35cc1ce38187 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderUiMaskMaterialInspector.cs b/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderUiMaskMaterialInspector.cs new file mode 100644 index 0000000..376243e --- /dev/null +++ b/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderUiMaskMaterialInspector.cs @@ -0,0 +1,758 @@ +#if UNITY_EDITOR +using System.Linq; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.Rendering; + +[CanEditMultipleObjects] +public class AllIn1SpriteShaderUiMaskMaterialInspector : ShaderGUI +{ + private Material targetMat; + private BlendMode srcMode, dstMode; + + private GUIStyle propertiesStyle, bigLabelStyle, smallLabelStyle, toggleButtonStyle; + private const int bigFontSize = 16, smallFontSize = 11; + private string[] oldKeyWords; + private int effectCount = 1; + private Material originalMaterialCopy; + private MaterialEditor matEditor; + private MaterialProperty[] matProperties; + private uint[] materialDrawers = new uint[] { 1, 2, 4 }; + bool[] currEnabledDrawers; + private const uint advancedConfigDrawer = 0; + private const uint colorFxShapeDrawer = 1; + private const uint uvFxShapeDrawer = 2; + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + matEditor = materialEditor; + matProperties = properties; + targetMat = materialEditor.target as Material; + effectCount = 1; + oldKeyWords = targetMat.shaderKeywords; + propertiesStyle = new GUIStyle(EditorStyles.helpBox); + propertiesStyle.margin = new RectOffset(0, 0, 0, 0); + bigLabelStyle = new GUIStyle(EditorStyles.boldLabel); + bigLabelStyle.fontSize = bigFontSize; + smallLabelStyle = new GUIStyle(EditorStyles.boldLabel); + smallLabelStyle.fontSize = smallFontSize; + toggleButtonStyle = new GUIStyle(GUI.skin.button) { alignment = TextAnchor.MiddleCenter, richText = true }; + currEnabledDrawers = new bool[materialDrawers.Length]; + uint iniDrawers = (uint)ShaderGUI.FindProperty("_EditorDrawers", matProperties).floatValue; + for(int i = 0; i < materialDrawers.Length; i++) currEnabledDrawers[i] = (materialDrawers[i] & iniDrawers) > 0; + + GUILayout.Label("General Properties", bigLabelStyle); + DrawProperty(0); + DrawProperty(1); + DrawProperty(2); + + + currEnabledDrawers[advancedConfigDrawer] = GUILayout.Toggle(currEnabledDrawers[advancedConfigDrawer], new GUIContent("Show Advanced Configuration"), toggleButtonStyle); + if(currEnabledDrawers[advancedConfigDrawer]) + { + + EditorGUILayout.BeginVertical(propertiesStyle); + Blending(); + DrawLine(Color.grey, 1, 3); + SpriteAtlas("Sprite inside an atlas?", "ATLAS_ON"); + DrawLine(Color.grey, 1, 3); + materialEditor.RenderQueueField(); + EditorGUILayout.EndVertical(); + } + + //Not needed since Unity batches sprites on its own + //EditorGUILayout.Separator(); + //materialEditor.EnableInstancingField(); + //Debug.Log(materialEditor.IsInstancingEnabled() + " " + Application.isBatchMode); + + EditorGUILayout.Separator(); + DrawLine(Color.grey, 1, 3); + GUILayout.Label("Color Effects", bigLabelStyle); + + currEnabledDrawers[colorFxShapeDrawer] = GUILayout.Toggle(currEnabledDrawers[colorFxShapeDrawer], new GUIContent("Show Color Effects"), toggleButtonStyle); + if(currEnabledDrawers[colorFxShapeDrawer]) + { + Glow("Glow", "GLOW_ON"); + GenericEffect("Fade", "FADE_ON", 7, 13); + Outline("Outline", "OUTBASE_ON"); + GenericEffect("Alpha Outline", "ALPHAOUTLINE_ON", 26, 30, true, "A more performant but less flexible outline"); + InnerOutline("Inner Outline", "INNEROUTLINE_ON", 66, 69); + Gradient("Gradient & Radial Gradient", "GRADIENT_ON"); + GenericEffect("Color Swap", "COLORSWAP_ON", 36, 42, true, "You will need a mask texture (see Documentation)", new int[] { 154 }); + GenericEffect("Hue Shift", "HSV_ON", 43, 45); + ColorChange("Change 1 Color", "CHANGECOLOR_ON"); + ColorRamp("Color Ramp", "COLORRAMP_ON"); + GenericEffect("Hit Effect", "HITEFFECT_ON", 46, 48); + GenericEffect("Negative", "NEGATIVE_ON", 49, 49); + GenericEffect("Pixelate", "PIXELATE_ON", 50, 50, true, "Looks bad with distorition effects"); + GreyScale("GreyScale", "GREYSCALE_ON"); + Posterize("Posterize", "POSTERIZE_ON"); + Blur("Blur", "BLUR_ON"); + GenericEffect("Motion Blur", "MOTIONBLUR_ON", 62, 63); + GenericEffect("Ghost", "GHOST_ON", 64, 65, true, "This effect will not affect the outline", new int[] { 157 }); + GenericEffect("Hologram", "HOLOGRAM_ON", 73, 77, true, null, new int[] { 140, 158 }); + GenericEffect("Chromatic Aberration", "CHROMABERR_ON", 78, 79); + GenericEffect("Glitch", "GLITCH_ON", 80, 80, true, null, new int[] { 139 }); + GenericEffect("Flicker", "FLICKER_ON", 81, 83); + GenericEffect("Shadow", "SHADOW_ON", 84, 87); + GenericEffect("Shine", "SHINE_ON", 133, 138); + GenericEffect("Contrast & Brightness", "CONTRAST_ON", 152, 153); + Overlay("Overlay Texture", "OVERLAY_ON"); + GenericEffect("Alpha Cutoff", "ALPHACUTOFF_ON", 70, 70); + GenericEffect("Alpha Round", "ALPHAROUND_ON", 144, 144); + } + + DrawLine(Color.grey, 1, 3); + GUILayout.Label("UV Effects", bigLabelStyle); + + currEnabledDrawers[uvFxShapeDrawer] = GUILayout.Toggle(currEnabledDrawers[uvFxShapeDrawer], new GUIContent("Show Alpha Effects"), toggleButtonStyle); + if(currEnabledDrawers[uvFxShapeDrawer]) + { + GenericEffect("Hand Drawn", "DOODLE_ON", 88, 89); + Grass("Grass Movement / Wind", "WIND_ON"); + GenericEffect("Wave", "WAVEUV_ON", 94, 98); + GenericEffect("Round Wave", "ROUNDWAVEUV_ON", 127, 128); + GenericEffect("Rect Size (Enable wireframe to see result)", "RECTSIZE_ON", 99, 99, true, "Only on single sprites spritesheets NOT supported"); + GenericEffect("Offset", "OFFSETUV_ON", 100, 101); + GenericEffect("Clipping / Fill Amount", "CLIPPING_ON", 102, 105); + GenericEffect("Texture Scroll", "TEXTURESCROLL_ON", 106, 107, true, "Set Texture Wrap Mode to Repeat"); + GenericEffect("Zoom", "ZOOMUV_ON", 108, 108); + GenericEffect("Distortion", "DISTORT_ON", 109, 112); + GenericEffect("Twist", "TWISTUV_ON", 113, 116); + GenericEffect("Rotate", "ROTATEUV_ON", 117, 117, true, "_Tip_ Use Clipping effect to avoid possible undesired parts"); + GenericEffect("Polar Coordinates (Tile texture for good results)", "POLARUV_ON", -1, -1); + GenericEffect("Fish Eye", "FISHEYE_ON", 118, 118); + GenericEffect("Pinch", "PINCH_ON", 119, 119); + GenericEffect("Shake", "SHAKEUV_ON", 120, 122); + } + + SetAndSaveEnabledDrawers(iniDrawers); + } + + private void SetAndSaveEnabledDrawers(uint iniDrawers) + { + uint currDrawers = 0; + for(int i = 0; i < currEnabledDrawers.Length; i++) + { + if(currEnabledDrawers[i]) currDrawers |= materialDrawers[i]; + } + + if(iniDrawers != currDrawers) ShaderGUI.FindProperty("_EditorDrawers", matProperties).floatValue = currDrawers; + } + + private void Blending() + { + MaterialProperty srcM = ShaderGUI.FindProperty("_MySrcMode", matProperties); + MaterialProperty dstM = ShaderGUI.FindProperty("_MyDstMode", matProperties); + if(srcM.floatValue == 0 && dstM.floatValue == 0) + { + srcM.floatValue = 5; + dstM.floatValue = 10; + } + + GUILayout.Label("Look for 'ShaderLab: Blending' if you don't know what this is", smallLabelStyle); + if(GUILayout.Button("Back To Default Blending")) + { + srcM.floatValue = 5; + dstM.floatValue = 10; + targetMat.DisableKeyword("PREMULTIPLYALPHA_ON"); + } + + srcMode = (BlendMode)srcM.floatValue; + dstMode = (BlendMode)dstM.floatValue; + srcMode = (BlendMode)EditorGUILayout.EnumPopup("SrcMode", srcMode); + dstMode = (BlendMode)EditorGUILayout.EnumPopup("DstMode", dstMode); + srcM.floatValue = (float)(srcMode); + dstM.floatValue = (float)(dstMode); + + bool ini = oldKeyWords.Contains("PREMULTIPLYALPHA_ON"); + bool toggle = EditorGUILayout.Toggle("Premultiply Alpha?", ini); + if(ini != toggle) Save(); + if(toggle) targetMat.EnableKeyword("PREMULTIPLYALPHA_ON"); + else targetMat.DisableKeyword("PREMULTIPLYALPHA_ON"); + } + + private void SpriteAtlas(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + toggle = GUILayout.Toggle(toggle, inspector); + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + EditorGUILayout.BeginVertical(propertiesStyle); + { + GUILayout.Label("Make sure SpriteAtlasUV component is added \n " + + "*Check documentation if unsure what this does or how it works", smallLabelStyle); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword(keyword); + } + + private void Outline(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + ".Outline"; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("OUTBASE_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(14); + DrawProperty(15); + DrawProperty(16); + DrawEffectSubKeywordToggle("Outline High Resolution?", "OUTBASE8DIR_ON"); + + DrawLine(Color.grey, 1, 3); + bool outlinePixelPerf = DrawEffectSubKeywordToggle("Outline is Pixel Perfect?", "OUTBASEPIXELPERF_ON"); + if(outlinePixelPerf) DrawProperty(18); + else DrawProperty(17); + + DrawLine(Color.grey, 1, 3); + bool outlineTexture = DrawEffectSubKeywordToggle("Outline uses texture?", "OUTTEX_ON"); + if(outlineTexture) + { + DrawProperty(19); + DrawProperty(20); + DrawProperty(21); + } + + DrawLine(Color.grey, 1, 3); + bool outlineDistort = DrawEffectSubKeywordToggle("Outline uses distortion?", "OUTDIST_ON"); + if(outlineDistort) + { + DrawProperty(22); + DrawProperty(23); + DrawProperty(24); + DrawProperty(25); + } + + DrawLine(Color.grey, 1, 3); + DrawEffectSubKeywordToggle("Only render outline?", "ONLYOUTLINE_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("OUTBASE_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void GenericEffect(string inspector, string keyword, int first, int last, bool effectCounter = true, string preMessage = null, int[] extraProperties = null, bool boldToggleLetters = true) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + if(effectCounter) + { + effectNameLabel.text = effectCount + "." + inspector; + effectCount++; + } + else effectNameLabel.text = inspector; + if(boldToggleLetters) toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + else toggle = GUILayout.Toggle(toggle, effectNameLabel); + + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + if(first > 0) + { + EditorGUILayout.BeginVertical(propertiesStyle); + { + if(preMessage != null) GUILayout.Label(preMessage, smallLabelStyle); + for(int i = first; i <= last; i++) DrawProperty(i); + if(extraProperties != null) + foreach(int i in extraProperties) + DrawProperty(i); + } + EditorGUILayout.EndVertical(); + } + } + else targetMat.DisableKeyword(keyword); + + if(boldToggleLetters) EditorGUILayout.EndToggleGroup(); + } + + private void Glow(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("GLOW_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + bool useGlowTex = DrawEffectSubKeywordToggle("Use Glow Texture?", "GLOWTEX_ON"); + if(useGlowTex) DrawProperty(6); + + DrawProperty(3); + DrawProperty(4); + DrawProperty(5, true); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("GLOW_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void ColorRamp(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("COLORRAMP_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + bool useEditableGradient = false; + if(AssetDatabase.Contains(targetMat)) + { + useEditableGradient = oldKeyWords.Contains("GRADIENTCOLORRAMP_ON"); + bool gradientTex = useEditableGradient; + gradientTex = GUILayout.Toggle(gradientTex, new GUIContent("Use Editable Gradient?")); + if(useEditableGradient != gradientTex) + { + Save(); + if(gradientTex) + { + useEditableGradient = true; + targetMat.EnableKeyword("GRADIENTCOLORRAMP_ON"); + } + else targetMat.DisableKeyword("GRADIENTCOLORRAMP_ON"); + } + + if(useEditableGradient) matEditor.ShaderProperty(matProperties[159], matProperties[159].displayName); + } + else GUILayout.Label("*Save to folder to allow for dynamic Gradient property", smallLabelStyle); + + if(!useEditableGradient) DrawProperty(51); + + DrawProperty(52); + DrawProperty(53, true); + MaterialProperty colorRampOut = matProperties[53]; + if(colorRampOut.floatValue == 1) targetMat.EnableKeyword("COLORRAMPOUTLINE_ON"); + else targetMat.DisableKeyword("COLORRAMPOUTLINE_ON"); + DrawProperty(155); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("COLORRAMP_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void ColorChange(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("CHANGECOLOR_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + for(int i = 123; i < 127; i++) DrawProperty(i); + + DrawLine(Color.grey, 1, 3); + ini = oldKeyWords.Contains("CHANGECOLOR2_ON"); + bool toggle2 = ini; + toggle2 = EditorGUILayout.Toggle("Use Color 2", ini); + if(ini != toggle2) Save(); + if(toggle2) + { + targetMat.EnableKeyword("CHANGECOLOR2_ON"); + for(int i = 146; i < 149; i++) DrawProperty(i); + } + else targetMat.DisableKeyword("CHANGECOLOR2_ON"); + + DrawLine(Color.grey, 1, 3); + ini = oldKeyWords.Contains("CHANGECOLOR3_ON"); + toggle2 = ini; + toggle2 = EditorGUILayout.Toggle("Use Color 3", toggle2); + if(ini != toggle2) Save(); + if(toggle2) + { + targetMat.EnableKeyword("CHANGECOLOR3_ON"); + for(int i = 149; i < 152; i++) DrawProperty(i); + } + else targetMat.DisableKeyword("CHANGECOLOR3_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("CHANGECOLOR_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void GreyScale(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("GREYSCALE_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(54); + DrawProperty(56); + DrawProperty(55, true); + MaterialProperty greyScaleOut = matProperties[55]; + if(greyScaleOut.floatValue == 1) targetMat.EnableKeyword("GREYSCALEOUTLINE_ON"); + else targetMat.DisableKeyword("GREYSCALEOUTLINE_ON"); + DrawProperty(156); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("GREYSCALE_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void Posterize(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("POSTERIZE_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(57); + DrawProperty(58); + DrawProperty(59, true); + MaterialProperty posterizeOut = matProperties[59]; + if(posterizeOut.floatValue == 1) targetMat.EnableKeyword("POSTERIZEOUTLINE_ON"); + else targetMat.DisableKeyword("POSTERIZEOUTLINE_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("POSTERIZE_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void Blur(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("BLUR_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + GUILayout.Label("This effect will not affect the outline", smallLabelStyle); + DrawProperty(60); + DrawProperty(61, true); + MaterialProperty blurIsHd = matProperties[61]; + if(blurIsHd.floatValue == 1) targetMat.EnableKeyword("BLURISHD_ON"); + else targetMat.DisableKeyword("BLURISHD_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("BLUR_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void Grass(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword("WIND_ON"); + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(90); + DrawProperty(91); + DrawProperty(145); + DrawProperty(92); + DrawProperty(93, true); + MaterialProperty grassManual = matProperties[92]; + if(grassManual.floatValue == 1) targetMat.EnableKeyword("MANUALWIND_ON"); + else targetMat.DisableKeyword("MANUALWIND_ON"); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword("WIND_ON"); + + EditorGUILayout.EndToggleGroup(); + } + + private void InnerOutline(string inspector, string keyword, int first, int last) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + if(first > 0) + { + EditorGUILayout.BeginVertical(propertiesStyle); + { + for(int i = first; i <= last; i++) DrawProperty(i); + + EditorGUILayout.Separator(); + DrawProperty(72, true); + MaterialProperty onlyInOutline = matProperties[72]; + if(onlyInOutline.floatValue == 1) targetMat.EnableKeyword("ONLYINNEROUTLINE_ON"); + else targetMat.DisableKeyword("ONLYINNEROUTLINE_ON"); + } + EditorGUILayout.EndVertical(); + } + } + else targetMat.DisableKeyword(keyword); + + EditorGUILayout.EndToggleGroup(); + } + + private void Gradient(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + + EditorGUILayout.BeginVertical(propertiesStyle); + { + DrawProperty(143, true); + MaterialProperty gradIsRadial = matProperties[143]; + if(gradIsRadial.floatValue == 1) + { + targetMat.EnableKeyword("RADIALGRADIENT_ON"); + DrawProperty(31); + DrawProperty(32); + DrawProperty(34); + DrawProperty(141); + } + else + { + targetMat.DisableKeyword("RADIALGRADIENT_ON"); + bool simpleGradient = oldKeyWords.Contains("GRADIENT2COL_ON"); + bool simpleGradToggle = EditorGUILayout.Toggle("2 Color Gradient?", simpleGradient); + if(simpleGradient && !simpleGradToggle) targetMat.DisableKeyword("GRADIENT2COL_ON"); + else if(!simpleGradient && simpleGradToggle) targetMat.EnableKeyword("GRADIENT2COL_ON"); + DrawProperty(31); + DrawProperty(32); + if(!simpleGradToggle) DrawProperty(33); + DrawProperty(34); + if(!simpleGradToggle) DrawProperty(35); + if(!simpleGradToggle) DrawProperty(141); + DrawProperty(142); + } + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword(keyword); + + EditorGUILayout.EndToggleGroup(); + } + + private void Overlay(string inspector, string keyword) + { + bool toggle = oldKeyWords.Contains(keyword); + bool ini = toggle; + + GUIContent effectNameLabel = new GUIContent(); + effectNameLabel.tooltip = keyword + " (C#)"; + effectNameLabel.text = effectCount + "." + inspector; + toggle = EditorGUILayout.BeginToggleGroup(effectNameLabel, toggle); + + effectCount++; + if(ini != toggle) Save(); + if(toggle) + { + targetMat.EnableKeyword(keyword); + EditorGUILayout.BeginVertical(propertiesStyle); + { + bool multModeOn = oldKeyWords.Contains("OVERLAYMULT_ON"); + bool isMultMode = multModeOn; + isMultMode = GUILayout.Toggle(isMultMode, new GUIContent("Is overlay multiplicative?")); + if(multModeOn != isMultMode) + { + Save(); + if(isMultMode) + { + multModeOn = true; + targetMat.EnableKeyword("OVERLAYMULT_ON"); + } + else targetMat.DisableKeyword("OVERLAYMULT_ON"); + } + + if(multModeOn) GUILayout.Label("Overlay is set to multiplicative mode", smallLabelStyle); + else GUILayout.Label("Overlay is set to additive mode", smallLabelStyle); + + for(int i = 160; i <= 163; i++) DrawProperty(i); + } + EditorGUILayout.EndVertical(); + } + else targetMat.DisableKeyword(keyword); + + EditorGUILayout.EndToggleGroup(); + } + + private void DrawProperty(int index, bool noReset = false) + { + MaterialProperty targetProperty = matProperties[index]; + + EditorGUILayout.BeginHorizontal(); + { + GUIContent propertyLabel = new GUIContent(); + propertyLabel.text = targetProperty.displayName; + propertyLabel.tooltip = targetProperty.name + " (C#)"; + + matEditor.ShaderProperty(targetProperty, propertyLabel); + + if(!noReset) + { + GUIContent resetButtonLabel = new GUIContent(); + resetButtonLabel.text = "R"; + resetButtonLabel.tooltip = "Resets to default value"; + if(GUILayout.Button(resetButtonLabel, GUILayout.Width(20))) ResetProperty(targetProperty); + } + } + EditorGUILayout.EndHorizontal(); + } + + private void ResetProperty(MaterialProperty targetProperty) + { + if(originalMaterialCopy == null) originalMaterialCopy = new Material(targetMat.shader); + if(targetProperty.type == MaterialProperty.PropType.Float || targetProperty.type == MaterialProperty.PropType.Range) + { + targetProperty.floatValue = originalMaterialCopy.GetFloat(targetProperty.name); + } + else if(targetProperty.type == MaterialProperty.PropType.Vector) + { + targetProperty.vectorValue = originalMaterialCopy.GetVector(targetProperty.name); + } + else if(targetProperty.type == MaterialProperty.PropType.Color) + { + targetProperty.colorValue = originalMaterialCopy.GetColor(targetProperty.name); + } + else if(targetProperty.type == MaterialProperty.PropType.Texture) + { + targetProperty.textureValue = originalMaterialCopy.GetTexture(targetProperty.name); + } + } + + private bool DrawEffectSubKeywordToggle(string inspector, string keyword, bool setCustomConfigAfter = false) + { + GUIContent propertyLabel = new GUIContent(); + propertyLabel.text = inspector; + propertyLabel.tooltip = keyword + " (C#)"; + + bool ini = oldKeyWords.Contains(keyword); + bool toggle = ini; + toggle = GUILayout.Toggle(toggle, propertyLabel); + if(ini != toggle) + { + if(toggle) targetMat.EnableKeyword(keyword); + else targetMat.DisableKeyword(keyword); + } + + return toggle; + } + + private void Save() + { + if(!Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); + EditorUtility.SetDirty(targetMat); + } + + private void DrawLine(Color color, int thickness = 2, int padding = 10) + { + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += (padding / 2); + r.x -= 2; + r.width += 6; + EditorGUI.DrawRect(r, color); + } +} +#endif \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderUiMaskMaterialInspector.cs.meta b/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderUiMaskMaterialInspector.cs.meta new file mode 100644 index 0000000..20b4c40 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderUiMaskMaterialInspector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bcdb12210426bb34cb44a19ffb54132d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Materials.meta b/Assets/AllIn1SpriteShader/Materials.meta new file mode 100644 index 0000000..2637c87 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Materials.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 345f2705e87e7424683ef2bd17d38c26 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Materials/EmptyMaterial.mat b/Assets/AllIn1SpriteShader/Materials/EmptyMaterial.mat new file mode 100644 index 0000000..6b63a79 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Materials/EmptyMaterial.mat @@ -0,0 +1,178 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: EmptyMaterial + m_Shader: {fileID: 4800000, guid: a36b7719ff0465b42ab1407d67672c5f, type: 3} + 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+//BLURS------------------------------------------------------------------------- +half4 Blur(half2 uv, sampler2D source, half Intensity) +{ + half step = 0.00390625f * Intensity; + half4 result = half4 (0, 0, 0, 0); + half2 texCoord = half2(0, 0); + texCoord = uv + half2(-step, -step); + result += tex2D(source, texCoord); + texCoord = uv + half2(-step, 0); + result += 2.0 * tex2D(source, texCoord); + texCoord = uv + half2(-step, step); + result += tex2D(source, texCoord); + texCoord = uv + half2(0, -step); + result += 2.0 * tex2D(source, texCoord); + texCoord = uv; + result += 4.0 * tex2D(source, texCoord); + texCoord = uv + half2(0, step); + result += 2.0 * tex2D(source, texCoord); + texCoord = uv + half2(step, -step); + result += tex2D(source, texCoord); + texCoord = uv + half2(step, 0); + result += 2.0* tex2D(source, texCoord); + texCoord = uv + half2(step, -step); + result += tex2D(source, texCoord); + result = result * 0.0625; + return result; +} +half BlurHD_G(half bhqp, half x) +{ + return exp(-(x * x) / (2.0 * bhqp * bhqp)); +} +half4 BlurHD(half2 uv, sampler2D source, half Intensity, half xScale, half yScale) +{ + int iterations = 16; + int halfIterations = iterations / 2; + half sigmaX = 0.1 + Intensity * 0.5; + half sigmaY = sigmaX; + half total = 0.0; + half4 ret = half4(0, 0, 0, 0); + for (int iy = 0; iy < iterations; ++iy) + { + half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations)); + half offsetY = half(iy - halfIterations) * 0.00390625 * xScale; + for (int ix = 0; ix < iterations; ++ix) + { + half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations)); + half offsetX = half(ix - halfIterations) * 0.00390625 * yScale; + total += fx * fy; + ret += tex2D(source, uv + half2(offsetX, offsetY)) * fx * fy; + } + } + return ret / total; +} +//----------------------------------------------------------------------- +half rand(half2 seed, half offset) { + return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0; +} + +half rand2(half2 seed, half offset) { + return (frac(sin(dot(seed * floor(50 + (_Time % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; +} + +half rand2CustomTime(half2 seed, half offset, half customTime) { + return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0; +} +//----------------------------------------------------------------------- +half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){ + return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Resources/AllIn1OneShaderFunctions.cginc.meta b/Assets/AllIn1SpriteShader/Resources/AllIn1OneShaderFunctions.cginc.meta new file mode 100644 index 0000000..0eb9df2 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Resources/AllIn1OneShaderFunctions.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: df06cdcb3555be745b54ff3003fa687e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShader.shader b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShader.shader new file mode 100644 index 0000000..126aa67 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShader.shader @@ -0,0 +1,1171 @@ +Shader "AllIn1SpriteShader/AllIn1SpriteShader" +{ + Properties + { + _MainTex ("Main Texture", 2D) = "white" {} //0 + _Color("Main Color", Color) = (1,1,1,1) //1 + _Alpha("General Alpha", Range(0,1)) = 1 //2 + + _GlowColor("Glow Color", Color) = (1,1,1,1) //3 + _Glow("Glow Color Intensity", Range(0,100)) = 10 //4 + _GlowGlobal("Global Glow Intensity", Range(1,100)) = 1 //5 + [NoScaleOffset] _GlowTex("Glow Texture", 2D) = "white" {} //6 + + _FadeTex("Fade Texture", 2D) = "white" {} //7 + _FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8 + _FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9 + _FadeBurnTransition("Burn Transition", Range(0.01,0.5)) = 0.075 //10 + _FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11 + _FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12 + _FadeBurnGlow("Fade Burn Glow", Range(1,250)) = 2//13 + + _OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14 + _OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15 + _OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16 + _OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //17 + _OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //18 + + [Space] + _OutlineTex("Outline Texture", 2D) = "white" {} //19 + _OutlineTexXSpeed("Texture scroll speed X", Range(-50,50)) = 10 //20 + _OutlineTexYSpeed("Texture scroll speed Y", Range(-50,50)) = 0 //21 + + [Space] + _OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //22 + _OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //23 + _OutlineDistortTexXSpeed("Distortion scroll speed X", Range(-50,50)) = 5 //24 + _OutlineDistortTexYSpeed("Distortion scroll speed Y", Range(-50,50)) = 5 //25 + + _AlphaOutlineColor("Color", Color) = (1, 1, 1, 1) //26 + _AlphaOutlineGlow("Outline Glow", Range(1,100)) = 5 //27 + _AlphaOutlinePower("Power", Range(0, 5)) = 1 // 28 + _AlphaOutlineMinAlpha("Min Alpha", Range(0, 1)) = 0 // 29 + _AlphaOutlineBlend("Blend", Range(0, 1)) = 1 // 30 + + _GradBlend("Gradient Blend", Range(0,1)) = 1 //31 + _GradTopLeftCol("Top Color", Color) = (1,0,0,1) //32 + _GradTopRightCol("Top Color 2", Color) = (1, 1, 0, 1) //33 + _GradBotLeftCol("Bot Color", Color) = (0,0,1,1) //34 + _GradBotRightCol("Bot Color 2", Color) = (0, 1, 0, 1) //35 + + [NoScaleOffset] _ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36 + [HDR] _ColorSwapRed("Red Channel", Color) = (1,1,1,1) //37 + _ColorSwapRedLuminosity("Red luminosity", Range(-1,1)) = 0.5 //38 + [HDR] _ColorSwapGreen("Green Channel", Color) = (1,1,1,1) //39 + _ColorSwapGreenLuminosity("Green luminosity", Range(-1,1)) = 0.5 //40 + [HDR] _ColorSwapBlue("Blue Channel", Color) = (1,1,1,1) //41 + _ColorSwapBlueLuminosity("Blue luminosity", Range(-1,1)) = 0.5 //42 + + _HsvShift("Hue Shift", Range(0, 360)) = 180 //43 + _HsvSaturation("Saturation", Range(0, 2)) = 1 //44 + _HsvBright("Brightness", Range(0, 2)) = 1 //45 + + _HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46 + _HitEffectGlow("Glow Intensity", Range(1,100)) = 5 //47 + [Space] + _HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48 + + _NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49 + + _PixelateSize("Pixelate size", Range(4,512)) = 32 //50 + + [NoScaleOffset] _ColorRampTex("Color ramp Texture", 2D) = "white" {} //51 + _ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52 + [Toggle()] _ColorRampOutline("Affects everything?", float) = 0 //53 + + _GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54 + [Toggle()] _GreyscaleOutline("Affects everything?", float) = 0 //55 + _GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56 + + _PosterizeNumColors("Number of Colors", Range(0,100)) = 8 //57 + _PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58 + [Toggle()] _PosterizeOutline("Affects everything?", float) = 0 //59 + + _BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60 + [Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61 + + _MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62 + _MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63 + + _GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64 + _GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65 + + _InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66 + _InnerOutlineThickness("Outline Thickness", Range(0,3)) = 1 //67 + _InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68 + _InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 4 //69 + + _AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70 + + [Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71 + [Toggle()] _OnlyInnerOutline("Only render inner outline?", float) = 0 //72 + + _HologramStripesAmount("Stripes Amount", Range(0, 1)) = 0.1 //73 + _HologramUnmodAmount("Unchanged Amount", Range(0, 1)) = 0.0 //74 + _HologramStripesSpeed("Stripes Speed", Range(-20, 20)) = 4.5 //75 + _HologramMinAlpha("Min Alpha", Range(0, 1)) = 0.1 //76 + _HologramMaxAlpha("Max Alpha", Range(0, 100)) = 0.75 //77 + + _ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78 + _ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79 + + _GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80 + + _FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81 + _FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82 + _FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83 + + _ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84 + _ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85 + _ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86 + _ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87 + + _HandDrawnAmount("Hand Drawn Amount", Range(0, 20)) = 10 //88 + _HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89 + + _GrassSpeed("Speed", Range(0,50)) = 2 //90 + _GrassWind("Bend amount", Range(0,50)) = 20 //91 + [Space] + [Toggle()] _GrassManualToggle("Manually animated?", float) = 0 //92 + _GrassManualAnim("Manual Anim Value", Range(-1,1)) = 1 //93 + + _WaveAmount("Wave Amount", Range(0, 25)) = 7 //94 + _WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95 + _WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96 + _WaveX("Wave X Axis", Range(0, 1)) = 0 //97 + _WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98 + + _RectSize("Rect Size", Range(1, 4)) = 1 //99 + + _OffsetUvX("X axis", Range(-1, 1)) = 0 //100 + _OffsetUvY("Y axis", Range(-1, 1)) = 0 //101 + + _ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102 + _ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103 + _ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104 + _ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105 + + _TextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 1 //106 + _TextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0 //107 + + _ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108 + + _DistortTex("Distortion Texture", 2D) = "white" {} //109 + _DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110 + _DistortTexXSpeed("Scroll speed X", Range(-50,50)) = 5 //111 + _DistortTexYSpeed("Scroll speed Y", Range(-50,50)) = 5 //112 + + _TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113 + _TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114 + _TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115 + _TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116 + + _RotateUvAmount("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //117 + + _FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118 + + _PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119 + + _ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120 + _ShakeUvX("X Multiplier", Range(0, 5)) = 1.5 //121 + _ShakeUvY("Y Multiplier", Range(0, 5)) = 1 //122 + + _ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123 + _ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124 + [HDR] _ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125 + _ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126 + + _RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //127 + _RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //128 + + [Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129 + _ZWrite ("Depth Write", Float) = 0.0 // 130 + + _MySrcMode ("SrcMode", Float) = 5 // 131 + _MyDstMode ("DstMode", Float) = 10 // 132 + + _ShineColor("Shine Color", Color) = (1,1,1,1) // 133 + _ShineLocation("Shine Location", Range(0,1)) = 0.5 // 134 + _ShineRotate("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //135 + _ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 136 + _ShineGlow("Shine Glow", Range(0,100)) = 1 // 137 + [NoScaleOffset] _ShineMask("Shine Mask", 2D) = "white" {} // 138 + + _GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //139 + _HologramStripeColor("Stripes Color", Color) = (0,1,1,1) //140 + _GradBoostX("Boost X axis", Range(0.1, 5)) = 1.2 //141 + _GradBoostY("Boost Y axis", Range(0.1, 5)) = 1.2 //142 + [Toggle()] _GradIsRadial("Radial Gradient?", float) = 0 //143 + _AlphaRoundThreshold("Round Threshold", Range(0.005, 1.0)) = 0.5 //144 + _GrassRadialBend("Radial Bend", Range(0.0, 5.0)) = 0.1 //145 + + _ColorChangeTolerance2("Tolerance 2", Range(0, 1)) = 0.25 //146 + _ColorChangeTarget2("Color to change 2", Color) = (1, 0, 0, 1) //147 + [HDR] _ColorChangeNewCol2("New Color 2", Color) = (1, 1, 0, 1) //148 + _ColorChangeTolerance3("Tolerance 3", Range(0, 1)) = 0.25 //149 + _ColorChangeTarget3("Color to change 3", Color) = (1, 0, 0, 1) //150 + [HDR] _ColorChangeNewCol3("New Color 3", Color) = (1, 1, 0, 1) //151 + + _Contrast ("Contrast", Range(0, 6)) = 1 // 152 + _Brightness ("Brightness", Range(-1, 1)) = 0 // 153 + + _ColorSwapBlend ("Color Swap Blend", Range(0, 1)) = 1 // 154 + _ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 155 + _GreyscaleBlend ("Greyscale Blend", Range(0, 1)) = 1 // 156 + _GhostBlend ("Ghost Blend", Range(0, 1)) = 1 // 157 + _HologramBlend ("Hologram Blend", Range(0, 1)) = 1 // 158 + + [AllIn1ShaderGradient] _ColorRampTexGradient("Color ramp Gradient", 2D) = "white" {} //159 + + _OverlayTex("Overlay Texture", 2D) = "white" {} //160 + _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) //161 + _OverlayGlow("Overlay Glow", Range(0,25)) = 1 // 162 + _OverlayBlend("Overlay Blend", Range(0, 1)) = 1 // 163 + + _ZTestMode ("Z Test Mode", Float) = 4 + _CullingOption ("Culling Option", float) = 0 + + [HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0 + [HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0 + [HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0 + [HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0 + [HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0 + _EditorDrawers("Editor Drawers", Int) = 6 + } + + SubShader + { + Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } + Blend [_MySrcMode] [_MyDstMode] + Cull [_CullingOption] + ZWrite [_ZWrite] + ZTest [_ZTestMode] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature GLOW_ON + #pragma shader_feature FADE_ON + #pragma shader_feature OUTBASE_ON + #pragma shader_feature ONLYOUTLINE_ON + #pragma shader_feature GRADIENT_ON + #pragma shader_feature GRADIENT2COL_ON + #pragma shader_feature RADIALGRADIENT_ON + #pragma shader_feature COLORSWAP_ON + #pragma shader_feature HSV_ON + #pragma shader_feature CHANGECOLOR_ON + #pragma shader_feature CHANGECOLOR2_ON + #pragma shader_feature CHANGECOLOR3_ON + #pragma shader_feature COLORRAMP_ON + #pragma shader_feature GRADIENTCOLORRAMP_ON + #pragma shader_feature HITEFFECT_ON + #pragma shader_feature NEGATIVE_ON + #pragma shader_feature PIXELATE_ON + #pragma shader_feature GREYSCALE_ON + #pragma shader_feature POSTERIZE_ON + #pragma shader_feature BLUR_ON + #pragma shader_feature MOTIONBLUR_ON + #pragma shader_feature GHOST_ON + #pragma shader_feature ALPHAOUTLINE_ON + #pragma shader_feature INNEROUTLINE_ON + #pragma shader_feature ONLYINNEROUTLINE_ON + #pragma shader_feature HOLOGRAM_ON + #pragma shader_feature CHROMABERR_ON + #pragma shader_feature GLITCH_ON + #pragma shader_feature FLICKER_ON + #pragma shader_feature SHADOW_ON + #pragma shader_feature SHINE_ON + #pragma shader_feature CONTRAST_ON + #pragma shader_feature OVERLAY_ON + #pragma shader_feature OVERLAYMULT_ON + #pragma shader_feature ALPHACUTOFF_ON + #pragma shader_feature ALPHAROUND_ON + #pragma shader_feature DOODLE_ON + #pragma shader_feature WIND_ON + #pragma shader_feature WAVEUV_ON + #pragma shader_feature ROUNDWAVEUV_ON + #pragma shader_feature RECTSIZE_ON + #pragma shader_feature OFFSETUV_ON + #pragma shader_feature CLIPPING_ON + #pragma shader_feature TEXTURESCROLL_ON + #pragma shader_feature ZOOMUV_ON + #pragma shader_feature DISTORT_ON + #pragma shader_feature TWISTUV_ON + #pragma shader_feature ROTATEUV_ON + #pragma shader_feature POLARUV_ON + #pragma shader_feature FISHEYE_ON + #pragma shader_feature PINCH_ON + #pragma shader_feature SHAKEUV_ON + + #pragma shader_feature GLOWTEX_ON + #pragma shader_feature OUTTEX_ON + #pragma shader_feature OUTDIST_ON + #pragma shader_feature OUTBASE8DIR_ON + #pragma shader_feature OUTBASEPIXELPERF_ON + #pragma shader_feature COLORRAMPOUTLINE_ON + #pragma shader_feature GREYSCALEOUTLINE_ON + #pragma shader_feature POSTERIZEOUTLINE_ON + #pragma shader_feature BLURISHD_ON + #pragma shader_feature MANUALWIND_ON + #pragma shader_feature ATLAS_ON + #pragma shader_feature PREMULTIPLYALPHA_ON + + #pragma shader_feature BILBOARD_ON + #pragma shader_feature BILBOARDY_ON + #pragma shader_feature FOG_ON + + #include "UnityCG.cginc" + #include "AllIn1OneShaderFunctions.cginc" + + #if FOG_ON + #pragma multi_compile_fog + #endif + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + half4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + half4 color : COLOR; + #if OUTTEX_ON + half2 uvOutTex : TEXCOORD1; + #endif + #if OUTDIST_ON + half2 uvOutDistTex : TEXCOORD2; + #endif + #if DISTORT_ON + half2 uvDistTex : TEXCOORD3; + #endif + #if FOG_ON + UNITY_FOG_COORDS(4) + #endif + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + half4 _MainTex_ST, _MainTex_TexelSize, _Color; + half _Alpha; + float _RandomSeed; + + #if ATLAS_ON + half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; + #endif + + #if RECTSIZE_ON + half _RectSize; + #endif + + #if OFFSETUV_ON + half _OffsetUvX, _OffsetUvY; + #endif + + #if CLIPPING_ON + half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; + #endif + + #if TWISTUV_ON + half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; + #endif + + #if ROTATEUV_ON + half _RotateUvAmount; + #endif + + #if FISHEYE_ON + half _FishEyeUvAmount; + #endif + + #if PINCH_ON + half _PinchUvAmount; + #endif + + #if DOODLE_ON + half _HandDrawnAmount, _HandDrawnSpeed; + #endif + + #if SHAKEUV_ON + half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; + #endif + + #if WAVEUV_ON + float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; + #endif + + #if ROUNDWAVEUV_ON + half _RoundWaveStrength, _RoundWaveSpeed; + #endif + + #if ZOOMUV_ON + half _ZoomUvAmount; + #endif + + #if FADE_ON + sampler2D _FadeTex, _FadeBurnTex; + half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; + half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; + #endif + + #if TEXTURESCROLL_ON + half _TextureScrollXSpeed, _TextureScrollYSpeed; + #endif + + #if GLOW_ON + sampler2D _GlowTex; + half4 _GlowColor; + half _Glow, _GlowGlobal; + #endif + + #if OUTBASE_ON + half4 _OutlineColor; + half _OutlineAlpha, _OutlineGlow, _OutlineWidth; + int _OutlinePixelWidth; + #endif + + #if OUTTEX_ON + sampler2D _OutlineTex; + half4 _OutlineTex_ST; + half _OutlineTexXSpeed, _OutlineTexYSpeed; + #endif + + #if OUTDIST_ON + sampler2D _OutlineDistortTex; + half4 _OutlineDistortTex_ST; + half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; + #endif + + #if DISTORT_ON + sampler2D _DistortTex; + half4 _DistortTex_ST; + half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; + #endif + + #if WIND_ON + half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; + #endif + + #if GRADIENT_ON + half _GradBlend, _GradBoostX, _GradBoostY; + half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; + #endif + + #if COLORSWAP_ON + sampler2D _ColorSwapTex; + half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; + half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; + #endif + + #if HSV_ON + half _HsvShift, _HsvSaturation, _HsvBright; + #endif + + #if HITEFFECT_ON + half4 _HitEffectColor; + half _HitEffectGlow, _HitEffectBlend; + #endif + + #if PIXELATE_ON + half _PixelateSize; + #endif + + #if NEGATIVE_ON + half _NegativeAmount; + #endif + + #if COLORRAMP_ON + sampler2D _ColorRampTex, _ColorRampTexGradient; + half _ColorRampLuminosity, _ColorRampBlend; + #endif + + #if GREYSCALE_ON + half _GreyscaleLuminosity, _GreyscaleBlend; + half4 _GreyscaleTintColor; + #endif + + #if POSTERIZE_ON + half _PosterizeNumColors, _PosterizeGamma; + #endif + + #if BLUR_ON + half _BlurIntensity; + #endif + + #if MOTIONBLUR_ON + half _MotionBlurAngle, _MotionBlurDist; + #endif + + #if GHOST_ON + half _GhostColorBoost, _GhostTransparency, _GhostBlend; + #endif + + #if ALPHAOUTLINE_ON + half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; + half4 _AlphaOutlineColor; + #endif + + #if INNEROUTLINE_ON + half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; + half4 _InnerOutlineColor; + #endif + + #if HOLOGRAM_ON + half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; + half4 _HologramStripeColor; + #endif + + #if CHROMABERR_ON + half _ChromAberrAmount, _ChromAberrAlpha; + #endif + + #if GLITCH_ON + half _GlitchAmount, _GlitchSize; + #endif + + #if FLICKER_ON + half _FlickerFreq, _FlickerPercent, _FlickerAlpha; + #endif + + #if SHADOW_ON + half _ShadowX, _ShadowY, _ShadowAlpha; + half4 _ShadowColor; + #endif + + #if SHINE_ON + sampler2D _ShineMask; + half4 _ShineColor; + half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; + #endif + + #if ALPHACUTOFF_ON + half _AlphaCutoffValue; + #endif + + #if ALPHAROUND_ON + half _AlphaRoundThreshold; + #endif + + #if CHANGECOLOR_ON + half4 _ColorChangeNewCol, _ColorChangeTarget; + half _ColorChangeTolerance, _ColorChangeLuminosity; + #endif + #if CHANGECOLOR2_ON + half4 _ColorChangeNewCol2, _ColorChangeTarget2; + half _ColorChangeTolerance2; + #endif + #if CHANGECOLOR3_ON + half4 _ColorChangeNewCol3, _ColorChangeTarget3; + half _ColorChangeTolerance3; + #endif + + #if CONTRAST_ON + half _Contrast, _Brightness; + #endif + + #if OVERLAY_ON + sampler2D _OverlayTex; + half4 _OverlayTex_ST, _OverlayColor; + half _OverlayGlow, _OverlayBlend; + #endif + + v2f vert (appdata v) + { + #if RECTSIZE_ON + v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); + #endif + + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + #if BILBOARD_ON + half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); + half3 camUp = half3(0,1,0); + #if BILBOARDY_ON + camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); + #endif + half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; + o.vertex = UnityObjectToClipPos(half4(localPos, 1)); + #else + o.vertex = UnityObjectToClipPos(v.vertex); + #endif + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color; + + half2 center = half2(0.5, 0.5); + #if ATLAS_ON + center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); + #endif + + #if POLARUV_ON + o.uv = v.uv - center; + #endif + + #if ROTATEUV_ON + half2 uvC = v.uv; + half cosAngle = cos(_RotateUvAmount); + half sinAngle = sin(_RotateUvAmount); + half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); + uvC -= center; + o.uv = mul(rot, uvC); + o.uv += center; + #endif + + #if OUTTEX_ON + o.uvOutTex = TRANSFORM_TEX(v.uv, _OutlineTex); + #endif + + #if OUTDIST_ON + o.uvOutDistTex = TRANSFORM_TEX(v.uv, _OutlineDistortTex); + #endif + + #if DISTORT_ON + o.uvDistTex = TRANSFORM_TEX(v.uv, _DistortTex); + #endif + + #if FOG_ON + UNITY_TRANSFER_FOG(o,o.vertex); + #endif + + return o; + } + + half3 GetPixel(in int offsetX, in int offsetY, half2 uv, sampler2D tex) + { + return tex2D(tex, (uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y))).rgb; + } + + half4 frag (v2f i) : SV_Target + { + float2 uvRect = i.uv; + half2 center = half2(0.5, 0.5); + #if ATLAS_ON + center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); + uvRect = half2((i.uv.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uv.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); + + #if CLIPPING_ON + half2 tiledUv = half2(i.uv.x / _MainTex_ST.x, i.uv.y / _MainTex_ST.y); + #if ATLAS_ON + tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + clip((1 - _ClipUvUp) - tiledUv.y); + clip(tiledUv.y - _ClipUvDown); + clip((1 - _ClipUvRight) - tiledUv.x); + clip(tiledUv.x - _ClipUvLeft); + #endif + + #if TEXTURESCROLL_ON && ATLAS_ON + i.uv = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + _RandomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), + _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + _RandomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); + #endif + + #if OFFSETUV_ON + #if ATLAS_ON + i.uv = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), + _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); + #else + i.uv += half2(_OffsetUvX, _OffsetUvY); + #endif + #endif + + #if POLARUV_ON + i.uv = half2(atan2(i.uv.y, i.uv.x) / (2.0f * 3.141592653589f), length(i.uv)); + i.uv *= _MainTex_ST.xy; + #endif + + #if TWISTUV_ON + #if ATLAS_ON + _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; + _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; + #endif + half2 tempUv = i.uv - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); + _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; + half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; + half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; + half s = sin(theta); + half c = cos(theta); + half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); + tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); + tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); + i.uv = tempUv; + #endif + + #if FISHEYE_ON + half bind = length(centerTiled); + half2 dF = i.uv - centerTiled; + half dFlen = length(dF); + half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); + i.uv = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); + #endif + + #if PINCH_ON + half2 dP = i.uv - centerTiled; + half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); + i.uv = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); + #endif + + #if ZOOMUV_ON + i.uv -= centerTiled; + i.uv = i.uv * _ZoomUvAmount; + i.uv += centerTiled; + #endif + + #if DOODLE_ON + half2 uvCopy = uvRect; + _HandDrawnSpeed = (floor((_Time + _RandomSeed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; + uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); + uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); + i.uv = lerp(i.uv, i.uv + uvCopy, 0.0005 * _HandDrawnAmount); + #endif + + #if SHAKEUV_ON + half xShake = sin((_Time + _RandomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; + half yShake = cos((_Time + _RandomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; + i.uv += half2(xShake * 0.012, yShake * 0.01); + #endif + + #if RECTSIZE_ON + i.uv = i.uv.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; + #endif + + #if DISTORT_ON + #if ATLAS_ON + i.uvDistTex.x = i.uvDistTex.x * (1 / (_MaxXUV - _MinXUV)); + i.uvDistTex.y = i.uvDistTex.y * (1 / (_MaxYUV - _MinYUV)); + #endif + i.uvDistTex.x += ((_Time + _RandomSeed) * _DistortTexXSpeed) % 1; + i.uvDistTex.y += ((_Time + _RandomSeed) * _DistortTexYSpeed) % 1; + half distortAmnt = (tex2D(_DistortTex, i.uvDistTex).r - 0.5) * 0.2 * _DistortAmount; + i.uv.x += distortAmnt; + i.uv.y += distortAmnt; + #endif + + #if WAVEUV_ON + float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - i.uv; + uvWave %= 1; + #if ATLAS_ON + uvWave = half2(_WaveX, _WaveY) - uvRect; + #endif + uvWave.x *= _ScreenParams.x / _ScreenParams.y; + float waveTime = _Time.y + _RandomSeed; + float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); + i.uv = i.uv + uvWave * sin(angWave) * (_WaveStrength / 1000.0); + #endif + + #if ROUNDWAVEUV_ON + half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); + half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); + half ripple = -sqrt(xWave*xWave + yWave* yWave); + i.uv += (sin((ripple + (_Time.y + _RandomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; + #endif + + #if WIND_ON + half windOffset = sin((_Time + _RandomSeed) * _GrassSpeed * 10); + half2 windCenter = half2(0.5, 0.1); + #if ATLAS_ON + windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; + windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; + #endif + #if !MANUALWIND_ON + i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); + #else + i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); + windOffset = _GrassManualAnim; + #endif + half2 delta = i.uv - windCenter; + half delta2 = dot(delta.xy, delta.xy); + half2 delta_offset = delta2 * windOffset; + i.uv = i.uv + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; + #endif + + #if TEXTURESCROLL_ON && !ATLAS_ON + i.uv.x += ((_Time.y + _RandomSeed) * _TextureScrollXSpeed) % 1; + i.uv.y += ((_Time.y + _RandomSeed) * _TextureScrollYSpeed) % 1; + #endif + + #if PIXELATE_ON + i.uv = floor(i.uv * _PixelateSize) / _PixelateSize; + #endif + + half4 col = tex2D(_MainTex, i.uv); + half originalAlpha = col.a; + col *= i.color; + #if PREMULTIPLYALPHA_ON + col.rgb *= col.a; + #endif + + #if GLITCH_ON + half2 uvGlitch = uvRect; + uvGlitch.y -= 0.5; + half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, _RandomSeed), 3.0) * _GlitchAmount + * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, _RandomSeed), 3.0); + col = tex2D(_MainTex, i.uv + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), _RandomSeed), 0)) * i.color; + #endif + + #if CHROMABERR_ON + half4 r = tex2D(_MainTex, i.uv + half2(_ChromAberrAmount/10, 0)) * i.color; + half4 b = tex2D(_MainTex, i.uv + half2(-_ChromAberrAmount/10, 0)) * i.color; + col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); + #endif + + #if BLUR_ON + #if ATLAS_ON + #if !BLURISHD_ON + col = BlurHD(i.uv, _MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * i.color; + #else + col = Blur(i.uv, _MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * i.color; + #endif + #else + #if !BLURISHD_ON + col = BlurHD(i.uv, _MainTex, _BlurIntensity, 1, 1) * i.color; + #else + col = Blur(i.uv, _MainTex, _BlurIntensity) * i.color; + #endif + #endif + #endif + + #if MOTIONBLUR_ON + _MotionBlurAngle = _MotionBlurAngle * 3.1415926; + #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) + _MotionBlurDist = _MotionBlurDist * 0.005; + #if ATLAS_ON + _MotionBlurDist *= (_MaxXUV - _MinXUV); + #endif + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); + col.rgb += tex2D(_MainTex, i.uv); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist, _MotionBlurDist))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); + col.rgb = col.rgb / 9; + #endif + + #if NEGATIVE_ON + col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); + #endif + + half luminance = 0; + #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _GreyscaleLuminosity); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); + #endif + + #if GHOST_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + half4 ghostResult; + ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; + ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); + col = lerp(col, ghostResult, _GhostBlend); + #endif + + #if INNEROUTLINE_ON + half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, i.uv, _MainTex) - GetPixel(0, -_InnerOutlineThickness, i.uv, _MainTex)); + innerT += abs(GetPixel(_InnerOutlineThickness, 0, i.uv, _MainTex) - GetPixel(-_InnerOutlineThickness, 0, i.uv, _MainTex)); + #if !ONLYINNEROUTLINE_ON + innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; + col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; + #else + innerT *= col.a * _InnerOutlineAlpha; + col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; + col.a = step(0.3, col.r+col.g+col.b); + #endif + #endif + + #if HITEFFECT_ON + col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); + #endif + + #if GRADIENT_ON + half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); + #if GRADIENT2COL_ON + _GradTopRightCol = _GradTopLeftCol; + _GradBotRightCol = _GradBotLeftCol; + #endif + #if RADIALGRADIENT_ON + half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); + radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); + radialDist = saturate(_GradBoostX * radialDist); + half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); + #else + half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); + half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), + lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); + #endif + gradientResult = lerp(col, gradientResult, _GradBlend); + col.rgb = gradientResult.rgb * col.a; + col.a *= gradientResult.a; + #endif + + #if CONTRAST_ON + col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); + col.rgb += _Brightness; + #endif + + #if COLORSWAP_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + half4 swapMask = tex2D(_ColorSwapTex, i.uv); + swapMask.rgb *= swapMask.a; + half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); + half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); + half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); + swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); + col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); + #endif + + #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _ColorRampLuminosity); + #if GRADIENTCOLORRAMP_ON + col.rgb = lerp(col.rgb, tex2D(_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); + #else + col.rgb = lerp(col.rgb, tex2D(_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); + #endif + #endif + + #if CHANGECOLOR_ON + float3 currChangeColor = saturate(col.rgb); + luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; + luminance = saturate(luminance + _ColorChangeLuminosity); + half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, + max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); + #if CHANGECOLOR2_ON + dif = abs(currChangeColor - _ColorChangeTarget2.rgb); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, + max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); + #endif + #if CHANGECOLOR3_ON + dif = abs(currChangeColor - _ColorChangeTarget3.rgb); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, + max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); + #endif + #endif + + #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON + col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; + col.rgb = floor(col.rgb) / _PosterizeNumColors; + col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); + #endif + + #if HSV_ON + half3 resultHsv = half3(col.rgb); + half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); + half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); + resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; + resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; + resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; + col.rgb = resultHsv; + #endif + + #if OVERLAY_ON + half4 overlayCol = tex2D(_OverlayTex, TRANSFORM_TEX(i.uv, _OverlayTex)); + overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; + #if !OVERLAYMULT_ON + overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; + col.rgb += overlayCol; + #else + overlayCol.a *= _OverlayColor.a; + col = lerp(col, col * overlayCol, _OverlayBlend); + #endif + #endif + + //OUTLINE------------------------------------------------------------- + #if OUTBASE_ON + #if OUTBASEPIXELPERF_ON + half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); + #else + half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); + #endif + + #if OUTDIST_ON + i.uvOutDistTex.x += ((_Time + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; + i.uvOutDistTex.y += ((_Time + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; + #if ATLAS_ON + i.uvOutDistTex = half2((i.uvOutDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half outDistortAmnt = (tex2D(_OutlineDistortTex, i.uvOutDistTex).r - 0.5) * 0.2 * _OutlineDistortAmount; + destUv.x += outDistortAmnt; + destUv.y += outDistortAmnt; + #endif + + half spriteLeft = tex2D(_MainTex, i.uv + half2(destUv.x, 0)).a; + half spriteRight = tex2D(_MainTex, i.uv - half2(destUv.x, 0)).a; + half spriteBottom = tex2D(_MainTex, i.uv + half2(0, destUv.y)).a; + half spriteTop = tex2D(_MainTex, i.uv - half2(0, destUv.y)).a; + half result = spriteLeft + spriteRight + spriteBottom + spriteTop; + + #if OUTBASE8DIR_ON + half spriteTopLeft = tex2D(_MainTex, i.uv + half2(destUv.x, destUv.y)).a; + half spriteTopRight = tex2D(_MainTex, i.uv + half2(-destUv.x, destUv.y)).a; + half spriteBotLeft = tex2D(_MainTex, i.uv + half2(destUv.x, -destUv.y)).a; + half spriteBotRight = tex2D(_MainTex, i.uv + half2(-destUv.x, -destUv.y)).a; + result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; + #endif + + result = step(0.05, saturate(result)); + + #if OUTTEX_ON + i.uvOutTex.x += ((_Time + _RandomSeed) * _OutlineTexXSpeed) % 1; + i.uvOutTex.y += ((_Time + _RandomSeed) * _OutlineTexYSpeed) % 1; + #if ATLAS_ON + i.uvOutTex = half2((i.uvOutTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half4 tempOutColor = tex2D(_OutlineTex, i.uvOutTex); + tempOutColor *= _OutlineColor; + _OutlineColor = tempOutColor; + #endif + + result *= (1 - originalAlpha) * _OutlineAlpha; + + half4 outline = _OutlineColor * i.color.a; + outline.rgb *= _OutlineGlow; + outline.a = result; + #if ONLYOUTLINE_ON + col = outline; + #else + col = lerp(col, outline, result); + #endif + #endif + //----------------------------------------------------------------------------- + + #if FADE_ON + half2 tiledUvFade1= TRANSFORM_TEX(i.uv, _FadeTex); + half2 tiledUvFade2 = TRANSFORM_TEX(i.uv, _FadeBurnTex); + #if ATLAS_ON + tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); + tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half fadeTemp = tex2D(_FadeTex, tiledUvFade1).r; + half fade = smoothstep(_FadeAmount + 0.01, _FadeAmount + _FadeBurnTransition, fadeTemp); + half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); + col.a *= fade; + _FadeBurnColor.rgb *= _FadeBurnGlow; + col += fadeBurn * tex2D(_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); + #endif + + #if SHADOW_ON + half shadowA = tex2D(_MainTex, i.uv + half2(_ShadowX, _ShadowY)).a; + half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); + col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); + col.rgb += (_ShadowColor * shadowA) * (1 - col.a); + col.a = max(shadowA * _ShadowAlpha * i.color.a, col.a); + #endif + + #if GLOW_ON + half4 emission; + #if GLOWTEX_ON + emission = tex2D(_GlowTex, i.uv); + #else + emission = col; + #endif + col.rgb *= _GlowGlobal; + emission.rgb *= emission.a * col.a * _Glow * _GlowColor; + col.rgb += emission.rgb; + #endif + + #if COLORRAMP_ON && COLORRAMPOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _ColorRampLuminosity); + #if GRADIENTCOLORRAMP_ON + col.rgb = lerp(col.rgb, tex2D(_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); + #else + col.rgb = lerp(col.rgb, tex2D(_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); + #endif + #endif + + #if GREYSCALE_ON && GREYSCALEOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _GreyscaleLuminosity); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); + #endif + + #if POSTERIZE_ON && POSTERIZEOUTLINE_ON + col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; + col.rgb = floor(col.rgb) / _PosterizeNumColors; + col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); + #endif + + #if SHINE_ON + half2 uvShine = uvRect; + half cosAngle = cos(_ShineRotate); + half sinAngle = sin(_ShineRotate); + half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); + uvShine -= half2(0.5, 0.5); + uvShine = mul(rot, uvShine); + uvShine += half2(0.5, 0.5); + half shineMask = tex2D(_ShineMask, i.uv).a; + half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; + half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); + col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) + * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; + #endif + + #if HOLOGRAM_ON + half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; + half hologramYCoord = ((uvRect.y + (((_Time.x + _RandomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; + hologramYCoord = abs(hologramYCoord); + half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); + half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); + half4 hologramResult = col; + hologramResult.a *= lerp(alpha, 1, hologramMask); + hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); + hologramMask = 1 - step(0.01,hologramMask); + hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; + col = lerp(col, hologramResult, _HologramBlend); + #endif + + #if FLICKER_ON + col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + _RandomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); + #endif + + col.a *= _Alpha; + + #if ALPHACUTOFF_ON + clip((1 - _AlphaCutoffValue) - (1 - col.a) - 0.01); + #endif + + #if ALPHAROUND_ON + col.a = step(_AlphaRoundThreshold, col.a); + #endif + + #if ALPHAOUTLINE_ON + half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; + col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); + col.a = lerp(col.a, 1, alphaOutlineRes > 1); + #endif + + col *= _Color; + + #if FOG_ON + UNITY_APPLY_FOG(i.fogCoord, col); + #endif + + return col; + } + ENDCG + } + } + CustomEditor "AllIn1SpriteShaderMaterialInspector" + //Fallback "Sprites/Default" //Remove fallback so that any shader error is obvious to the user +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShader.shader.meta b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShader.shader.meta new file mode 100644 index 0000000..9b0326d --- /dev/null +++ b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShader.shader.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: a36b7719ff0465b42ab1407d67672c5f +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _GlowTex: {instanceID: 0} + - _FadeTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3} + - _FadeBurnTex: {fileID: 2800000, guid: 677cca399782dea41aedc1d292ecb67d, type: 3} + - _OutlineTex: {fileID: 2800000, guid: 74087f6d03f233e4a8a142fa01f9e5cf, type: 3} + - _OutlineDistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, + type: 3} + - _ColorSwapTex: {instanceID: 0} + - _ColorRampTex: {fileID: 2800000, guid: 279657edc397ece4b8029c727adf6ddc, type: 3} + - _DistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderScaledTime.shader b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderScaledTime.shader new file mode 100644 index 0000000..6bda832 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderScaledTime.shader @@ -0,0 +1,1173 @@ +Shader "AllIn1SpriteShader/AllIn1SpriteShaderScaledTime" +{ + Properties + { + _MainTex ("Main Texture", 2D) = "white" {} //0 + _Color("Main Color", Color) = (1,1,1,1) //1 + _Alpha("General Alpha", Range(0,1)) = 1 //2 + + _GlowColor("Glow Color", Color) = (1,1,1,1) //3 + _Glow("Glow Color Intensity", Range(0,100)) = 10 //4 + _GlowGlobal("Global Glow Intensity", Range(1,100)) = 1 //5 + [NoScaleOffset] _GlowTex("Glow Texture", 2D) = "white" {} //6 + + _FadeTex("Fade Texture", 2D) = "white" {} //7 + _FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8 + _FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9 + _FadeBurnTransition("Burn Transition", Range(0.01,0.5)) = 0.075 //10 + _FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11 + _FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12 + _FadeBurnGlow("Fade Burn Glow", Range(1,250)) = 2//13 + + _OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14 + _OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15 + _OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16 + _OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //17 + _OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //18 + + [Space] + _OutlineTex("Outline Texture", 2D) = "white" {} //19 + _OutlineTexXSpeed("Texture scroll speed X", Range(-50,50)) = 10 //20 + _OutlineTexYSpeed("Texture scroll speed Y", Range(-50,50)) = 0 //21 + + [Space] + _OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //22 + _OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //23 + _OutlineDistortTexXSpeed("Distortion scroll speed X", Range(-50,50)) = 5 //24 + _OutlineDistortTexYSpeed("Distortion scroll speed Y", Range(-50,50)) = 5 //25 + + _AlphaOutlineColor("Color", Color) = (1, 1, 1, 1) //26 + _AlphaOutlineGlow("Outline Glow", Range(1,100)) = 5 //27 + _AlphaOutlinePower("Power", Range(0, 5)) = 1 // 28 + _AlphaOutlineMinAlpha("Min Alpha", Range(0, 1)) = 0 // 29 + _AlphaOutlineBlend("Blend", Range(0, 1)) = 1 // 30 + + _GradBlend("Gradient Blend", Range(0,1)) = 1 //31 + _GradTopLeftCol("Top Color", Color) = (1,0,0,1) //32 + _GradTopRightCol("Top Color 2", Color) = (1, 1, 0, 1) //33 + _GradBotLeftCol("Bot Color", Color) = (0,0,1,1) //34 + _GradBotRightCol("Bot Color 2", Color) = (0, 1, 0, 1) //35 + + [NoScaleOffset] _ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36 + [HDR] _ColorSwapRed("Red Channel", Color) = (1,1,1,1) //37 + _ColorSwapRedLuminosity("Red luminosity", Range(-1,1)) = 0.5 //38 + [HDR] _ColorSwapGreen("Green Channel", Color) = (1,1,1,1) //39 + _ColorSwapGreenLuminosity("Green luminosity", Range(-1,1)) = 0.5 //40 + [HDR] _ColorSwapBlue("Blue Channel", Color) = (1,1,1,1) //41 + _ColorSwapBlueLuminosity("Blue luminosity", Range(-1,1)) = 0.5 //42 + + _HsvShift("Hue Shift", Range(0, 360)) = 180 //43 + _HsvSaturation("Saturation", Range(0, 2)) = 1 //44 + _HsvBright("Brightness", Range(0, 2)) = 1 //45 + + _HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46 + _HitEffectGlow("Glow Intensity", Range(1,100)) = 5 //47 + [Space] + _HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48 + + _NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49 + + _PixelateSize("Pixelate size", Range(4,512)) = 32 //50 + + [NoScaleOffset] _ColorRampTex("Color ramp Texture", 2D) = "white" {} //51 + _ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52 + [Toggle()] _ColorRampOutline("Affects everything?", float) = 0 //53 + + _GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54 + [Toggle()] _GreyscaleOutline("Affects everything?", float) = 0 //55 + _GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56 + + _PosterizeNumColors("Number of Colors", Range(0,100)) = 8 //57 + _PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58 + [Toggle()] _PosterizeOutline("Affects everything?", float) = 0 //59 + + _BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60 + [Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61 + + _MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62 + _MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63 + + _GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64 + _GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65 + + _InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66 + _InnerOutlineThickness("Outline Thickness", Range(0,3)) = 1 //67 + _InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68 + _InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 4 //69 + + _AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70 + + [Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71 + [Toggle()] _OnlyInnerOutline("Only render inner outline?", float) = 0 //72 + + _HologramStripesAmount("Stripes Amount", Range(0, 1)) = 0.1 //73 + _HologramUnmodAmount("Unchanged Amount", Range(0, 1)) = 0.0 //74 + _HologramStripesSpeed("Stripes Speed", Range(-20, 20)) = 4.5 //75 + _HologramMinAlpha("Min Alpha", Range(0, 1)) = 0.1 //76 + _HologramMaxAlpha("Max Alpha", Range(0, 100)) = 0.75 //77 + + _ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78 + _ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79 + + _GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80 + + _FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81 + _FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82 + _FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83 + + _ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84 + _ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85 + _ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86 + _ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87 + + _HandDrawnAmount("Hand Drawn Amount", Range(0, 20)) = 10 //88 + _HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89 + + _GrassSpeed("Speed", Range(0,50)) = 2 //90 + _GrassWind("Bend amount", Range(0,50)) = 20 //91 + [Space] + [Toggle()] _GrassManualToggle("Manually animated?", float) = 0 //92 + _GrassManualAnim("Manual Anim Value", Range(-1,1)) = 1 //93 + + _WaveAmount("Wave Amount", Range(0, 25)) = 7 //94 + _WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95 + _WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96 + _WaveX("Wave X Axis", Range(0, 1)) = 0 //97 + _WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98 + + _RectSize("Rect Size", Range(1, 4)) = 1 //99 + + _OffsetUvX("X axis", Range(-1, 1)) = 0 //100 + _OffsetUvY("Y axis", Range(-1, 1)) = 0 //101 + + _ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102 + _ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103 + _ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104 + _ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105 + + _TextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 1 //106 + _TextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0 //107 + + _ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108 + + _DistortTex("Distortion Texture", 2D) = "white" {} //109 + _DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110 + _DistortTexXSpeed("Scroll speed X", Range(-50,50)) = 5 //111 + _DistortTexYSpeed("Scroll speed Y", Range(-50,50)) = 5 //112 + + _TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113 + _TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114 + _TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115 + _TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116 + + _RotateUvAmount("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //117 + + _FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118 + + _PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119 + + _ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120 + _ShakeUvX("X Multiplier", Range(0, 5)) = 1.5 //121 + _ShakeUvY("Y Multiplier", Range(0, 5)) = 1 //122 + + _ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123 + _ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124 + [HDR] _ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125 + _ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126 + + _RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //127 + _RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //128 + + [Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129 + _ZWrite ("Depth Write", Float) = 0.0 // 130 + + _MySrcMode ("SrcMode", Float) = 5 // 131 + _MyDstMode ("DstMode", Float) = 10 // 132 + + _ShineColor("Shine Color", Color) = (1,1,1,1) // 133 + _ShineLocation("Shine Location", Range(0,1)) = 0.5 // 134 + _ShineRotate("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //135 + _ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 136 + _ShineGlow("Shine Glow", Range(0,100)) = 1 // 137 + [NoScaleOffset] _ShineMask("Shine Mask", 2D) = "white" {} // 138 + + _GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //139 + _HologramStripeColor("Stripes Color", Color) = (0,1,1,1) //140 + _GradBoostX("Boost X axis", Range(0.1, 5)) = 1.2 //141 + _GradBoostY("Boost Y axis", Range(0.1, 5)) = 1.2 //142 + [Toggle()] _GradIsRadial("Radial Gradient?", float) = 0 //143 + _AlphaRoundThreshold("Round Threshold", Range(0.005, 1.0)) = 0.5 //144 + _GrassRadialBend("Radial Bend", Range(0.0, 5.0)) = 0.1 //145 + + _ColorChangeTolerance2("Tolerance 2", Range(0, 1)) = 0.25 //146 + _ColorChangeTarget2("Color to change 2", Color) = (1, 0, 0, 1) //147 + [HDR] _ColorChangeNewCol2("New Color 2", Color) = (1, 1, 0, 1) //148 + _ColorChangeTolerance3("Tolerance 3", Range(0, 1)) = 0.25 //149 + _ColorChangeTarget3("Color to change 3", Color) = (1, 0, 0, 1) //150 + [HDR] _ColorChangeNewCol3("New Color 3", Color) = (1, 1, 0, 1) //151 + + _Contrast ("Contrast", Range(0, 6)) = 1 // 152 + _Brightness ("Brightness", Range(-1, 1)) = 0 // 153 + + _ColorSwapBlend ("Color Swap Blend", Range(0, 1)) = 1 // 154 + _ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 155 + _GreyscaleBlend ("Greyscale Blend", Range(0, 1)) = 1 // 156 + _GhostBlend ("Ghost Blend", Range(0, 1)) = 1 // 157 + _HologramBlend ("Hologram Blend", Range(0, 1)) = 1 // 158 + + [AllIn1ShaderGradient] _ColorRampTexGradient("Color ramp Gradient", 2D) = "white" {} //159 + + _OverlayTex("Overlay Texture", 2D) = "white" {} //160 + _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) //161 + _OverlayGlow("Overlay Glow", Range(0,25)) = 1 // 162 + _OverlayBlend("Overlay Blend", Range(0, 1)) = 1 // 163 + + _ZTestMode ("Z Test Mode", Float) = 4 + _CullingOption ("Culling Option", float) = 0 + + [HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0 + [HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0 + [HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0 + [HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0 + [HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0 + _EditorDrawers("Editor Drawers", Int) = 6 + } + + SubShader + { + Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } + Blend [_MySrcMode] [_MyDstMode] + Cull [_CullingOption] + ZWrite [_ZWrite] + ZTest [_ZTestMode] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature GLOW_ON + #pragma shader_feature FADE_ON + #pragma shader_feature OUTBASE_ON + #pragma shader_feature ONLYOUTLINE_ON + #pragma shader_feature GRADIENT_ON + #pragma shader_feature GRADIENT2COL_ON + #pragma shader_feature RADIALGRADIENT_ON + #pragma shader_feature COLORSWAP_ON + #pragma shader_feature HSV_ON + #pragma shader_feature CHANGECOLOR_ON + #pragma shader_feature CHANGECOLOR2_ON + #pragma shader_feature CHANGECOLOR3_ON + #pragma shader_feature COLORRAMP_ON + #pragma shader_feature GRADIENTCOLORRAMP_ON + #pragma shader_feature HITEFFECT_ON + #pragma shader_feature NEGATIVE_ON + #pragma shader_feature PIXELATE_ON + #pragma shader_feature GREYSCALE_ON + #pragma shader_feature POSTERIZE_ON + #pragma shader_feature BLUR_ON + #pragma shader_feature MOTIONBLUR_ON + #pragma shader_feature GHOST_ON + #pragma shader_feature ALPHAOUTLINE_ON + #pragma shader_feature INNEROUTLINE_ON + #pragma shader_feature ONLYINNEROUTLINE_ON + #pragma shader_feature HOLOGRAM_ON + #pragma shader_feature CHROMABERR_ON + #pragma shader_feature GLITCH_ON + #pragma shader_feature FLICKER_ON + #pragma shader_feature SHADOW_ON + #pragma shader_feature SHINE_ON + #pragma shader_feature CONTRAST_ON + #pragma shader_feature OVERLAY_ON + #pragma shader_feature OVERLAYMULT_ON + #pragma shader_feature ALPHACUTOFF_ON + #pragma shader_feature ALPHAROUND_ON + #pragma shader_feature DOODLE_ON + #pragma shader_feature WIND_ON + #pragma shader_feature WAVEUV_ON + #pragma shader_feature ROUNDWAVEUV_ON + #pragma shader_feature RECTSIZE_ON + #pragma shader_feature OFFSETUV_ON + #pragma shader_feature CLIPPING_ON + #pragma shader_feature TEXTURESCROLL_ON + #pragma shader_feature ZOOMUV_ON + #pragma shader_feature DISTORT_ON + #pragma shader_feature TWISTUV_ON + #pragma shader_feature ROTATEUV_ON + #pragma shader_feature POLARUV_ON + #pragma shader_feature FISHEYE_ON + #pragma shader_feature PINCH_ON + #pragma shader_feature SHAKEUV_ON + + #pragma shader_feature GLOWTEX_ON + #pragma shader_feature OUTTEX_ON + #pragma shader_feature OUTDIST_ON + #pragma shader_feature OUTBASE8DIR_ON + #pragma shader_feature OUTBASEPIXELPERF_ON + #pragma shader_feature COLORRAMPOUTLINE_ON + #pragma shader_feature GREYSCALEOUTLINE_ON + #pragma shader_feature POSTERIZEOUTLINE_ON + #pragma shader_feature BLURISHD_ON + #pragma shader_feature MANUALWIND_ON + #pragma shader_feature ATLAS_ON + #pragma shader_feature PREMULTIPLYALPHA_ON + + #pragma shader_feature BILBOARD_ON + #pragma shader_feature BILBOARDY_ON + #pragma shader_feature FOG_ON + + #include "UnityCG.cginc" + #include "AllIn1OneShaderFunctions.cginc" + + #if FOG_ON + #pragma multi_compile_fog + #endif + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + half4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + half4 color : COLOR; + #if OUTTEX_ON + half2 uvOutTex : TEXCOORD1; + #endif + #if OUTDIST_ON + half2 uvOutDistTex : TEXCOORD2; + #endif + #if DISTORT_ON + half2 uvDistTex : TEXCOORD3; + #endif + #if FOG_ON + UNITY_FOG_COORDS(4) + #endif + UNITY_VERTEX_OUTPUT_STEREO + }; + + float globalUnscaledTime; + + sampler2D _MainTex; + half4 _MainTex_ST, _MainTex_TexelSize, _Color; + half _Alpha; + float _RandomSeed; + + #if ATLAS_ON + half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; + #endif + + #if RECTSIZE_ON + half _RectSize; + #endif + + #if OFFSETUV_ON + half _OffsetUvX, _OffsetUvY; + #endif + + #if CLIPPING_ON + half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; + #endif + + #if TWISTUV_ON + half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; + #endif + + #if ROTATEUV_ON + half _RotateUvAmount; + #endif + + #if FISHEYE_ON + half _FishEyeUvAmount; + #endif + + #if PINCH_ON + half _PinchUvAmount; + #endif + + #if DOODLE_ON + half _HandDrawnAmount, _HandDrawnSpeed; + #endif + + #if SHAKEUV_ON + half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; + #endif + + #if WAVEUV_ON + float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; + #endif + + #if ROUNDWAVEUV_ON + half _RoundWaveStrength, _RoundWaveSpeed; + #endif + + #if ZOOMUV_ON + half _ZoomUvAmount; + #endif + + #if FADE_ON + sampler2D _FadeTex, _FadeBurnTex; + half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; + half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; + #endif + + #if TEXTURESCROLL_ON + half _TextureScrollXSpeed, _TextureScrollYSpeed; + #endif + + #if GLOW_ON + sampler2D _GlowTex; + half4 _GlowColor; + half _Glow, _GlowGlobal; + #endif + + #if OUTBASE_ON + half4 _OutlineColor; + half _OutlineAlpha, _OutlineGlow, _OutlineWidth; + int _OutlinePixelWidth; + #endif + + #if OUTTEX_ON + sampler2D _OutlineTex; + half4 _OutlineTex_ST; + half _OutlineTexXSpeed, _OutlineTexYSpeed; + #endif + + #if OUTDIST_ON + sampler2D _OutlineDistortTex; + half4 _OutlineDistortTex_ST; + half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; + #endif + + #if DISTORT_ON + sampler2D _DistortTex; + half4 _DistortTex_ST; + half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; + #endif + + #if WIND_ON + half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; + #endif + + #if GRADIENT_ON + half _GradBlend, _GradBoostX, _GradBoostY; + half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; + #endif + + #if COLORSWAP_ON + sampler2D _ColorSwapTex; + half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; + half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; + #endif + + #if HSV_ON + half _HsvShift, _HsvSaturation, _HsvBright; + #endif + + #if HITEFFECT_ON + half4 _HitEffectColor; + half _HitEffectGlow, _HitEffectBlend; + #endif + + #if PIXELATE_ON + half _PixelateSize; + #endif + + #if NEGATIVE_ON + half _NegativeAmount; + #endif + + #if COLORRAMP_ON + sampler2D _ColorRampTex, _ColorRampTexGradient; + half _ColorRampLuminosity, _ColorRampBlend; + #endif + + #if GREYSCALE_ON + half _GreyscaleLuminosity, _GreyscaleBlend; + half4 _GreyscaleTintColor; + #endif + + #if POSTERIZE_ON + half _PosterizeNumColors, _PosterizeGamma; + #endif + + #if BLUR_ON + half _BlurIntensity; + #endif + + #if MOTIONBLUR_ON + half _MotionBlurAngle, _MotionBlurDist; + #endif + + #if GHOST_ON + half _GhostColorBoost, _GhostTransparency, _GhostBlend; + #endif + + #if ALPHAOUTLINE_ON + half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; + half4 _AlphaOutlineColor; + #endif + + #if INNEROUTLINE_ON + half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; + half4 _InnerOutlineColor; + #endif + + #if HOLOGRAM_ON + half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; + half4 _HologramStripeColor; + #endif + + #if CHROMABERR_ON + half _ChromAberrAmount, _ChromAberrAlpha; + #endif + + #if GLITCH_ON + half _GlitchAmount, _GlitchSize; + #endif + + #if FLICKER_ON + half _FlickerFreq, _FlickerPercent, _FlickerAlpha; + #endif + + #if SHADOW_ON + half _ShadowX, _ShadowY, _ShadowAlpha; + half4 _ShadowColor; + #endif + + #if SHINE_ON + sampler2D _ShineMask; + half4 _ShineColor; + half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; + #endif + + #if ALPHACUTOFF_ON + half _AlphaCutoffValue; + #endif + + #if ALPHAROUND_ON + half _AlphaRoundThreshold; + #endif + + #if CHANGECOLOR_ON + half4 _ColorChangeNewCol, _ColorChangeTarget; + half _ColorChangeTolerance, _ColorChangeLuminosity; + #endif + #if CHANGECOLOR2_ON + half4 _ColorChangeNewCol2, _ColorChangeTarget2; + half _ColorChangeTolerance2; + #endif + #if CHANGECOLOR3_ON + half4 _ColorChangeNewCol3, _ColorChangeTarget3; + half _ColorChangeTolerance3; + #endif + + #if CONTRAST_ON + half _Contrast, _Brightness; + #endif + + #if OVERLAY_ON + sampler2D _OverlayTex; + half4 _OverlayTex_ST, _OverlayColor; + half _OverlayGlow, _OverlayBlend; + #endif + + v2f vert (appdata v) + { + #if RECTSIZE_ON + v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); + #endif + + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + #if BILBOARD_ON + half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); + half3 camUp = half3(0,1,0); + #if BILBOARDY_ON + camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); + #endif + half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; + o.vertex = UnityObjectToClipPos(half4(localPos, 1)); + #else + o.vertex = UnityObjectToClipPos(v.vertex); + #endif + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color; + + half2 center = half2(0.5, 0.5); + #if ATLAS_ON + center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); + #endif + + #if POLARUV_ON + o.uv = v.uv - center; + #endif + + #if ROTATEUV_ON + half2 uvC = v.uv; + half cosAngle = cos(_RotateUvAmount); + half sinAngle = sin(_RotateUvAmount); + half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); + uvC -= center; + o.uv = mul(rot, uvC); + o.uv += center; + #endif + + #if OUTTEX_ON + o.uvOutTex = TRANSFORM_TEX(v.uv, _OutlineTex); + #endif + + #if OUTDIST_ON + o.uvOutDistTex = TRANSFORM_TEX(v.uv, _OutlineDistortTex); + #endif + + #if DISTORT_ON + o.uvDistTex = TRANSFORM_TEX(v.uv, _DistortTex); + #endif + + #if FOG_ON + UNITY_TRANSFER_FOG(o,o.vertex); + #endif + + return o; + } + + half3 GetPixel(in int offsetX, in int offsetY, half2 uv, sampler2D tex) + { + return tex2D(tex, (uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y))).rgb; + } + + half4 frag (v2f i) : SV_Target + { + float2 uvRect = i.uv; + half2 center = half2(0.5, 0.5); + #if ATLAS_ON + center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); + uvRect = half2((i.uv.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uv.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); + + #if CLIPPING_ON + half2 tiledUv = half2(i.uv.x / _MainTex_ST.x, i.uv.y / _MainTex_ST.y); + #if ATLAS_ON + tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + clip((1 - _ClipUvUp) - tiledUv.y); + clip(tiledUv.y - _ClipUvDown); + clip((1 - _ClipUvRight) - tiledUv.x); + clip(tiledUv.x - _ClipUvLeft); + #endif + + #if TEXTURESCROLL_ON && ATLAS_ON + i.uv = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((((globalUnscaledTime * 20) + _RandomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), + _MinYUV + ((_MaxYUV - _MinYUV) * (abs((((globalUnscaledTime * 20) + _RandomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); + #endif + + #if OFFSETUV_ON + #if ATLAS_ON + i.uv = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), + _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); + #else + i.uv += half2(_OffsetUvX, _OffsetUvY); + #endif + #endif + + #if POLARUV_ON + i.uv = half2(atan2(i.uv.y, i.uv.x) / (2.0f * 3.141592653589f), length(i.uv)); + i.uv *= _MainTex_ST.xy; + #endif + + #if TWISTUV_ON + #if ATLAS_ON + _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; + _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; + #endif + half2 tempUv = i.uv - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); + _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; + half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; + half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; + half s = sin(theta); + half c = cos(theta); + half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); + tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); + tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); + i.uv = tempUv; + #endif + + #if FISHEYE_ON + half bind = length(centerTiled); + half2 dF = i.uv - centerTiled; + half dFlen = length(dF); + half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); + i.uv = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); + #endif + + #if PINCH_ON + half2 dP = i.uv - centerTiled; + half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); + i.uv = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); + #endif + + #if ZOOMUV_ON + i.uv -= centerTiled; + i.uv = i.uv * _ZoomUvAmount; + i.uv += centerTiled; + #endif + + #if DOODLE_ON + half2 uvCopy = uvRect; + _HandDrawnSpeed = (floor(((globalUnscaledTime * 20) + _RandomSeed) * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; + uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); + uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); + i.uv = lerp(i.uv, i.uv + uvCopy, 0.0005 * _HandDrawnAmount); + #endif + + #if SHAKEUV_ON + half xShake = sin((_Time + _RandomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; + half yShake = cos((_Time + _RandomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; + i.uv += half2(xShake * 0.012, yShake * 0.01); + #endif + + #if RECTSIZE_ON + i.uv = i.uv.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; + #endif + + #if DISTORT_ON + #if ATLAS_ON + i.uvDistTex.x = i.uvDistTex.x * (1 / (_MaxXUV - _MinXUV)); + i.uvDistTex.y = i.uvDistTex.y * (1 / (_MaxYUV - _MinYUV)); + #endif + i.uvDistTex.x += ((globalUnscaledTime + _RandomSeed) * _DistortTexXSpeed) % 1; + i.uvDistTex.y += ((globalUnscaledTime + _RandomSeed) * _DistortTexYSpeed) % 1; + half distortAmnt = (tex2D(_DistortTex, i.uvDistTex).r - 0.5) * 0.2 * _DistortAmount; + i.uv.x += distortAmnt; + i.uv.y += distortAmnt; + #endif + + #if WAVEUV_ON + float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - i.uv; + uvWave %= 1; + #if ATLAS_ON + uvWave = half2(_WaveX, _WaveY) - uvRect; + #endif + uvWave.x *= _ScreenParams.x / _ScreenParams.y; + float waveTime = _Time.y + _RandomSeed; + float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); + i.uv = i.uv + uvWave * sin(angWave) * (_WaveStrength / 1000.0); + #endif + + #if ROUNDWAVEUV_ON + half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); + half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); + half ripple = -sqrt(xWave*xWave + yWave* yWave); + i.uv += (sin((ripple + ((globalUnscaledTime * 20) + _RandomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; + #endif + + #if WIND_ON + half windOffset = sin((globalUnscaledTime + _RandomSeed) * _GrassSpeed * 10); + half2 windCenter = half2(0.5, 0.1); + #if ATLAS_ON + windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; + windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; + #endif + #if !MANUALWIND_ON + i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); + #else + i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); + windOffset = _GrassManualAnim; + #endif + half2 delta = i.uv - windCenter; + half delta2 = dot(delta.xy, delta.xy); + half2 delta_offset = delta2 * windOffset; + i.uv = i.uv + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; + #endif + + #if TEXTURESCROLL_ON && !ATLAS_ON + i.uv.x += (((globalUnscaledTime * 20) + _RandomSeed) * _TextureScrollXSpeed) % 1; + i.uv.y += (((globalUnscaledTime * 20) + _RandomSeed) * _TextureScrollYSpeed) % 1; + #endif + + #if PIXELATE_ON + i.uv = floor(i.uv * _PixelateSize) / _PixelateSize; + #endif + + half4 col = tex2D(_MainTex, i.uv); + half originalAlpha = col.a; + col *= i.color; + #if PREMULTIPLYALPHA_ON + col.rgb *= col.a; + #endif + + #if GLITCH_ON + half2 uvGlitch = uvRect; + uvGlitch.y -= 0.5; + half lineNoise = pow(rand2CustomTime(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, _RandomSeed, globalUnscaledTime), 3.0) * _GlitchAmount + * pow(rand2CustomTime(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, _RandomSeed, globalUnscaledTime), 3.0); + col = tex2D(_MainTex, i.uv + half2(lineNoise * 0.02 * rand2CustomTime(half2(2.0, 1), _RandomSeed, globalUnscaledTime), 0)) * i.color; + #endif + + #if CHROMABERR_ON + half4 r = tex2D(_MainTex, i.uv + half2(_ChromAberrAmount/10, 0)) * i.color; + half4 b = tex2D(_MainTex, i.uv + half2(-_ChromAberrAmount/10, 0)) * i.color; + col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); + #endif + + #if BLUR_ON + #if ATLAS_ON + #if !BLURISHD_ON + col = BlurHD(i.uv, _MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * i.color; + #else + col = Blur(i.uv, _MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * i.color; + #endif + #else + #if !BLURISHD_ON + col = BlurHD(i.uv, _MainTex, _BlurIntensity, 1, 1) * i.color; + #else + col = Blur(i.uv, _MainTex, _BlurIntensity) * i.color; + #endif + #endif + #endif + + #if MOTIONBLUR_ON + _MotionBlurAngle = _MotionBlurAngle * 3.1415926; + #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) + _MotionBlurDist = _MotionBlurDist * 0.005; + #if ATLAS_ON + _MotionBlurDist *= (_MaxXUV - _MinXUV); + #endif + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); + col.rgb += tex2D(_MainTex, i.uv); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist, _MotionBlurDist))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); + col.rgb = col.rgb / 9; + #endif + + #if NEGATIVE_ON + col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); + #endif + + half luminance = 0; + #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _GreyscaleLuminosity); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); + #endif + + #if GHOST_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + half4 ghostResult; + ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; + ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); + col = lerp(col, ghostResult, _GhostBlend); + #endif + + #if INNEROUTLINE_ON + half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, i.uv, _MainTex) - GetPixel(0, -_InnerOutlineThickness, i.uv, _MainTex)); + innerT += abs(GetPixel(_InnerOutlineThickness, 0, i.uv, _MainTex) - GetPixel(-_InnerOutlineThickness, 0, i.uv, _MainTex)); + #if !ONLYINNEROUTLINE_ON + innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; + col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; + #else + innerT *= col.a * _InnerOutlineAlpha; + col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; + col.a = step(0.3, col.r+col.g+col.b); + #endif + #endif + + #if HITEFFECT_ON + col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); + #endif + + #if GRADIENT_ON + half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); + #if GRADIENT2COL_ON + _GradTopRightCol = _GradTopLeftCol; + _GradBotRightCol = _GradBotLeftCol; + #endif + #if RADIALGRADIENT_ON + half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); + radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); + radialDist = saturate(_GradBoostX * radialDist); + half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); + #else + half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); + half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), + lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); + #endif + gradientResult = lerp(col, gradientResult, _GradBlend); + col.rgb = gradientResult.rgb * col.a; + col.a *= gradientResult.a; + #endif + + #if CONTRAST_ON + col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); + col.rgb += _Brightness; + #endif + + #if COLORSWAP_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + half4 swapMask = tex2D(_ColorSwapTex, i.uv); + swapMask.rgb *= swapMask.a; + half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); + half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); + half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); + swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); + col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); + #endif + + #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _ColorRampLuminosity); + #if GRADIENTCOLORRAMP_ON + col.rgb = lerp(col.rgb, tex2D(_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); + #else + col.rgb = lerp(col.rgb, tex2D(_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); + #endif + #endif + + #if CHANGECOLOR_ON + float3 currChangeColor = col.rgb; + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _ColorChangeLuminosity); + half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, + max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); + #if CHANGECOLOR2_ON + dif = abs(currChangeColor - _ColorChangeTarget2.rgb); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, + max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); + #endif + #if CHANGECOLOR3_ON + dif = abs(currChangeColor - _ColorChangeTarget3.rgb); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, + max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); + #endif + #endif + + #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON + col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; + col.rgb = floor(col.rgb) / _PosterizeNumColors; + col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); + #endif + + #if HSV_ON + half3 resultHsv = half3(col.rgb); + half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); + half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); + resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; + resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; + resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; + col.rgb = resultHsv; + #endif + + #if OVERLAY_ON + half4 overlayCol = tex2D(_OverlayTex, TRANSFORM_TEX(i.uv, _OverlayTex)); + overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; + #if !OVERLAYMULT_ON + overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; + col.rgb += overlayCol; + #else + overlayCol.a *= _OverlayColor.a; + col = lerp(col, col * overlayCol, _OverlayBlend); + #endif + #endif + + //OUTLINE------------------------------------------------------------- + #if OUTBASE_ON + #if OUTBASEPIXELPERF_ON + half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); + #else + half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); + #endif + + #if OUTDIST_ON + i.uvOutDistTex.x += ((globalUnscaledTime + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; + i.uvOutDistTex.y += ((globalUnscaledTime + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; + #if ATLAS_ON + i.uvOutDistTex = half2((i.uvOutDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half outDistortAmnt = (tex2D(_OutlineDistortTex, i.uvOutDistTex).r - 0.5) * 0.2 * _OutlineDistortAmount; + destUv.x += outDistortAmnt; + destUv.y += outDistortAmnt; + #endif + + half spriteLeft = tex2D(_MainTex, i.uv + half2(destUv.x, 0)).a; + half spriteRight = tex2D(_MainTex, i.uv - half2(destUv.x, 0)).a; + half spriteBottom = tex2D(_MainTex, i.uv + half2(0, destUv.y)).a; + half spriteTop = tex2D(_MainTex, i.uv - half2(0, destUv.y)).a; + half result = spriteLeft + spriteRight + spriteBottom + spriteTop; + + #if OUTBASE8DIR_ON + half spriteTopLeft = tex2D(_MainTex, i.uv + half2(destUv.x, destUv.y)).a; + half spriteTopRight = tex2D(_MainTex, i.uv + half2(-destUv.x, destUv.y)).a; + half spriteBotLeft = tex2D(_MainTex, i.uv + half2(destUv.x, -destUv.y)).a; + half spriteBotRight = tex2D(_MainTex, i.uv + half2(-destUv.x, -destUv.y)).a; + result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; + #endif + + result = step(0.05, saturate(result)); + + #if OUTTEX_ON + i.uvOutTex.x += ((globalUnscaledTime + _RandomSeed) * _OutlineTexXSpeed) % 1; + i.uvOutTex.y += ((globalUnscaledTime + _RandomSeed) * _OutlineTexYSpeed) % 1; + #if ATLAS_ON + i.uvOutTex = half2((i.uvOutTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half4 tempOutColor = tex2D(_OutlineTex, i.uvOutTex); + tempOutColor *= _OutlineColor; + _OutlineColor = tempOutColor; + #endif + + result *= (1 - originalAlpha) * _OutlineAlpha; + + half4 outline = _OutlineColor * i.color.a; + outline.rgb *= _OutlineGlow; + outline.a = result; + #if ONLYOUTLINE_ON + col = outline; + #else + col = lerp(col, outline, result); + #endif + #endif + //----------------------------------------------------------------------------- + + #if FADE_ON + half2 tiledUvFade1= TRANSFORM_TEX(i.uv, _FadeTex); + half2 tiledUvFade2 = TRANSFORM_TEX(i.uv, _FadeBurnTex); + #if ATLAS_ON + tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); + tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half fadeTemp = tex2D(_FadeTex, tiledUvFade1).r; + half fade = smoothstep(_FadeAmount + 0.01, _FadeAmount + _FadeBurnTransition, fadeTemp); + half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); + col.a *= fade; + _FadeBurnColor.rgb *= _FadeBurnGlow; + col += fadeBurn * tex2D(_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); + #endif + + #if SHADOW_ON + half shadowA = tex2D(_MainTex, i.uv + half2(_ShadowX, _ShadowY)).a; + half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); + col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); + col.rgb += (_ShadowColor * shadowA) * (1 - col.a); + col.a = max(shadowA * _ShadowAlpha * i.color.a, col.a); + #endif + + #if GLOW_ON + half4 emission; + #if GLOWTEX_ON + emission = tex2D(_GlowTex, i.uv); + #else + emission = col; + #endif + col.rgb *= _GlowGlobal; + emission.rgb *= emission.a * col.a * _Glow * _GlowColor; + col.rgb += emission.rgb; + #endif + + #if COLORRAMP_ON && COLORRAMPOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _ColorRampLuminosity); + #if GRADIENTCOLORRAMP_ON + col.rgb = lerp(col.rgb, tex2D(_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); + #else + col.rgb = lerp(col.rgb, tex2D(_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); + #endif + #endif + + #if GREYSCALE_ON && GREYSCALEOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _GreyscaleLuminosity); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); + #endif + + #if POSTERIZE_ON && POSTERIZEOUTLINE_ON + col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; + col.rgb = floor(col.rgb) / _PosterizeNumColors; + col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); + #endif + + #if SHINE_ON + half2 uvShine = uvRect; + half cosAngle = cos(_ShineRotate); + half sinAngle = sin(_ShineRotate); + half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); + uvShine -= half2(0.5, 0.5); + uvShine = mul(rot, uvShine); + uvShine += half2(0.5, 0.5); + half shineMask = tex2D(_ShineMask, i.uv).a; + half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; + half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); + col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) + * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; + #endif + + #if HOLOGRAM_ON + half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; + half hologramYCoord = ((uvRect.y + (((globalUnscaledTime + _RandomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; + hologramYCoord = abs(hologramYCoord); + half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); + half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); + half4 hologramResult = col; + hologramResult.a *= lerp(alpha, 1, hologramMask); + hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); + hologramMask = 1 - step(0.01,hologramMask); + hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; + col = lerp(col, hologramResult, _HologramBlend); + #endif + + #if FLICKER_ON + col.a *= saturate(col.a * step(frac(0.05 + ((globalUnscaledTime * 60) + _RandomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); + #endif + + col.a *= _Alpha; + + #if ALPHACUTOFF_ON + clip((1 - _AlphaCutoffValue) - (1 - col.a) - 0.01); + #endif + + #if ALPHAROUND_ON + col.a = step(_AlphaRoundThreshold, col.a); + #endif + + #if ALPHAOUTLINE_ON + half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; + col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); + col.a = lerp(col.a, 1, alphaOutlineRes > 1); + #endif + + col *= _Color; + + #if FOG_ON + UNITY_APPLY_FOG(i.fogCoord, col); + #endif + + return col; + } + ENDCG + } + } + CustomEditor "AllIn1SpriteShaderMaterialInspector" + //Fallback "Sprites/Default" //Remove fallback so that any shader error is obvious to the user +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderScaledTime.shader.meta b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderScaledTime.shader.meta new file mode 100644 index 0000000..482b63e --- /dev/null +++ b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderScaledTime.shader.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: f3622b3ac1631ea409b0f5811034f3a9 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _GlowTex: {instanceID: 0} + - _FadeTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3} + - _FadeBurnTex: {fileID: 2800000, guid: 677cca399782dea41aedc1d292ecb67d, type: 3} + - _OutlineTex: {fileID: 2800000, guid: 74087f6d03f233e4a8a142fa01f9e5cf, type: 3} + - _OutlineDistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, + type: 3} + - _ColorSwapTex: {instanceID: 0} + - _ColorRampTex: {fileID: 2800000, guid: 279657edc397ece4b8029c727adf6ddc, type: 3} + - _DistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderUiMask.shader b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderUiMask.shader new file mode 100644 index 0000000..3fb2c9b --- /dev/null +++ b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderUiMask.shader @@ -0,0 +1,1184 @@ +Shader "AllIn1SpriteShader/AllIn1SpriteShaderUiMask" +{ + Properties + { + _MainTex ("Main Texture", 2D) = "white" {} //0 + _Color("Main Color", Color) = (1,1,1,1) //1 + _Alpha("General Alpha", Range(0,1)) = 1 //2 + + _GlowColor("Glow Color", Color) = (1,1,1,1) //3 + _Glow("Glow Color Intensity", Range(0,100)) = 10 //4 + _GlowGlobal("Global Glow Intensity", Range(1,100)) = 1 //5 + [NoScaleOffset] _GlowTex("Glow Texture", 2D) = "white" {} //6 + + _FadeTex("Fade Texture", 2D) = "white" {} //7 + _FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8 + _FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9 + _FadeBurnTransition("Burn Transition", Range(0.01,0.5)) = 0.075 //10 + _FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11 + _FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12 + _FadeBurnGlow("Fade Burn Glow", Range(1,250)) = 2//13 + + _OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14 + _OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15 + _OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16 + _OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //17 + _OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //18 + + [Space] + _OutlineTex("Outline Texture", 2D) = "white" {} //19 + _OutlineTexXSpeed("Texture scroll speed X", Range(-50,50)) = 10 //20 + _OutlineTexYSpeed("Texture scroll speed Y", Range(-50,50)) = 0 //21 + + [Space] + _OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //22 + _OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //23 + _OutlineDistortTexXSpeed("Distortion scroll speed X", Range(-50,50)) = 5 //24 + _OutlineDistortTexYSpeed("Distortion scroll speed Y", Range(-50,50)) = 5 //25 + + _AlphaOutlineColor("Color", Color) = (1, 1, 1, 1) //26 + _AlphaOutlineGlow("Outline Glow", Range(1,100)) = 5 //27 + _AlphaOutlinePower("Power", Range(0, 5)) = 1 // 28 + _AlphaOutlineMinAlpha("Min Alpha", Range(0, 1)) = 0 // 29 + _AlphaOutlineBlend("Blend", Range(0, 1)) = 1 // 30 + + _GradBlend("Gradient Blend", Range(0,1)) = 1 //31 + _GradTopLeftCol("Top Color", Color) = (1,0,0,1) //32 + _GradTopRightCol("Top Color 2", Color) = (1, 1, 0, 1) //33 + _GradBotLeftCol("Bot Color", Color) = (0,0,1,1) //34 + _GradBotRightCol("Bot Color 2", Color) = (0, 1, 0, 1) //35 + + [NoScaleOffset] _ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36 + [HDR] _ColorSwapRed("Red Channel", Color) = (1,1,1,1) //37 + _ColorSwapRedLuminosity("Red luminosity", Range(-1,1)) = 0.5 //38 + [HDR] _ColorSwapGreen("Green Channel", Color) = (1,1,1,1) //39 + _ColorSwapGreenLuminosity("Green luminosity", Range(-1,1)) = 0.5 //40 + [HDR] _ColorSwapBlue("Blue Channel", Color) = (1,1,1,1) //41 + _ColorSwapBlueLuminosity("Blue luminosity", Range(-1,1)) = 0.5 //42 + + _HsvShift("Hue Shift", Range(0, 360)) = 180 //43 + _HsvSaturation("Saturation", Range(0, 2)) = 1 //44 + _HsvBright("Brightness", Range(0, 2)) = 1 //45 + + _HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46 + _HitEffectGlow("Glow Intensity", Range(1,100)) = 5 //47 + [Space] + _HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48 + + _NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49 + + _PixelateSize("Pixelate size", Range(4,512)) = 32 //50 + + [NoScaleOffset] _ColorRampTex("Color ramp Texture", 2D) = "white" {} //51 + _ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52 + [Toggle()] _ColorRampOutline("Affects everything?", float) = 0 //53 + + _GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54 + [Toggle()] _GreyscaleOutline("Affects everything?", float) = 0 //55 + _GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56 + + _PosterizeNumColors("Number of Colors", Range(0,100)) = 8 //57 + _PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58 + [Toggle()] _PosterizeOutline("Affects everything?", float) = 0 //59 + + _BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60 + [Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61 + + _MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62 + _MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63 + + _GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64 + _GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65 + + _InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66 + _InnerOutlineThickness("Outline Thickness", Range(0,3)) = 1 //67 + _InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68 + _InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 4 //69 + + _AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70 + + [Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71 + [Toggle()] _OnlyInnerOutline("Only render inner outline?", float) = 0 //72 + + _HologramStripesAmount("Stripes Amount", Range(0, 1)) = 0.1 //73 + _HologramUnmodAmount("Unchanged Amount", Range(0, 1)) = 0.0 //74 + _HologramStripesSpeed("Stripes Speed", Range(-20, 20)) = 4.5 //75 + _HologramMinAlpha("Min Alpha", Range(0, 1)) = 0.1 //76 + _HologramMaxAlpha("Max Alpha", Range(0, 100)) = 0.75 //77 + + _ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78 + _ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79 + + _GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80 + + _FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81 + _FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82 + _FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83 + + _ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84 + _ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85 + _ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86 + _ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87 + + _HandDrawnAmount("Hand Drawn Amount", Range(0, 20)) = 10 //88 + _HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89 + + _GrassSpeed("Speed", Range(0,50)) = 2 //90 + _GrassWind("Bend amount", Range(0,50)) = 20 //91 + [Space] + [Toggle()] _GrassManualToggle("Manually animated?", float) = 0 //92 + _GrassManualAnim("Manual Anim Value", Range(-1,1)) = 1 //93 + + _WaveAmount("Wave Amount", Range(0, 25)) = 7 //94 + _WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95 + _WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96 + _WaveX("Wave X Axis", Range(0, 1)) = 0 //97 + _WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98 + + _RectSize("Rect Size", Range(1, 4)) = 1 //99 + + _OffsetUvX("X axis", Range(-1, 1)) = 0 //100 + _OffsetUvY("Y axis", Range(-1, 1)) = 0 //101 + + _ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102 + _ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103 + _ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104 + _ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105 + + _TextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 1 //106 + _TextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0 //107 + + _ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108 + + _DistortTex("Distortion Texture", 2D) = "white" {} //109 + _DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110 + _DistortTexXSpeed("Scroll speed X", Range(-50,50)) = 5 //111 + _DistortTexYSpeed("Scroll speed Y", Range(-50,50)) = 5 //112 + + _TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113 + _TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114 + _TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115 + _TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116 + + _RotateUvAmount("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //117 + + _FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118 + + _PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119 + + _ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120 + _ShakeUvX("X Multiplier", Range(0, 5)) = 1.5 //121 + _ShakeUvY("Y Multiplier", Range(0, 5)) = 1 //122 + + _ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123 + _ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124 + [HDR] _ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125 + _ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126 + + _RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //127 + _RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //128 + + [Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129 + _ZWrite ("Depth Write", Float) = 0.0 // 130 + + _MySrcMode ("SrcMode", Float) = 5 // 131 + _MyDstMode ("DstMode", Float) = 10 // 132 + + _ShineColor("Shine Color", Color) = (1,1,1,1) // 133 + _ShineLocation("Shine Location", Range(0,1)) = 0.5 // 134 + _ShineRotate("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //135 + _ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 136 + _ShineGlow("Shine Glow", Range(0,100)) = 1 // 137 + [NoScaleOffset] _ShineMask("Shine Mask", 2D) = "white" {} // 138 + + _GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //139 + _HologramStripeColor("Stripes Color", Color) = (0,1,1,1) //140 + _GradBoostX("Boost X axis", Range(0.1, 5)) = 1.2 //141 + _GradBoostY("Boost Y axis", Range(0.1, 5)) = 1.2 //142 + [Toggle()] _GradIsRadial("Radial Gradient?", float) = 0 //143 + _AlphaRoundThreshold("Round Threshold", Range(0.005, 1.0)) = 0.5 //144 + _GrassRadialBend("Radial Bend", Range(0.0, 5.0)) = 0.1 //145 + + _ColorChangeTolerance2("Tolerance 2", Range(0, 1)) = 0.25 //146 + _ColorChangeTarget2("Color to change 2", Color) = (1, 0, 0, 1) //147 + [HDR] _ColorChangeNewCol2("New Color 2", Color) = (1, 1, 0, 1) //148 + _ColorChangeTolerance3("Tolerance 3", Range(0, 1)) = 0.25 //149 + _ColorChangeTarget3("Color to change 3", Color) = (1, 0, 0, 1) //150 + [HDR] _ColorChangeNewCol3("New Color 3", Color) = (1, 1, 0, 1) //151 + + _Contrast ("Contrast", Range(0, 6)) = 1 // 152 + _Brightness ("Brightness", Range(-1, 1)) = 0 // 153 + + _ColorSwapBlend ("Color Swap Blend", Range(0, 1)) = 1 // 154 + _ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 155 + _GreyscaleBlend ("Greyscale Blend", Range(0, 1)) = 1 // 156 + _GhostBlend ("Ghost Blend", Range(0, 1)) = 1 // 157 + _HologramBlend ("Hologram Blend", Range(0, 1)) = 1 // 158 + + [AllIn1ShaderGradient] _ColorRampTexGradient("Color ramp Gradient", 2D) = "white" {} //159 + + _OverlayTex("Overlay Texture", 2D) = "white" {} //160 + _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) //161 + _OverlayGlow("Overlay Glow", Range(0,25)) = 1 // 162 + _OverlayBlend("Overlay Blend", Range(0, 1)) = 1 // 163 + + _Stencil ("Stencil ID", Float) = 0 + _StencilComp ("Stencil Comparison", Float) = 8 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + + [HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0 + [HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0 + [HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0 + [HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0 + [HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0 + _EditorDrawers("Editor Drawers", Int) = 6 + } + + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } + Blend [_MySrcMode] [_MyDstMode] + Cull Off + ZWrite Off + ZTest [unity_GUIZTestMode] + ColorMask [_ColorMask] + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature GLOW_ON + #pragma shader_feature FADE_ON + #pragma shader_feature OUTBASE_ON + #pragma shader_feature ONLYOUTLINE_ON + #pragma shader_feature GRADIENT_ON + #pragma shader_feature GRADIENT2COL_ON + #pragma shader_feature RADIALGRADIENT_ON + #pragma shader_feature COLORSWAP_ON + #pragma shader_feature HSV_ON + #pragma shader_feature CHANGECOLOR_ON + #pragma shader_feature CHANGECOLOR2_ON + #pragma shader_feature CHANGECOLOR3_ON + #pragma shader_feature COLORRAMP_ON + #pragma shader_feature GRADIENTCOLORRAMP_ON + #pragma shader_feature HITEFFECT_ON + #pragma shader_feature NEGATIVE_ON + #pragma shader_feature PIXELATE_ON + #pragma shader_feature GREYSCALE_ON + #pragma shader_feature POSTERIZE_ON + #pragma shader_feature BLUR_ON + #pragma shader_feature MOTIONBLUR_ON + #pragma shader_feature GHOST_ON + #pragma shader_feature ALPHAOUTLINE_ON + #pragma shader_feature INNEROUTLINE_ON + #pragma shader_feature ONLYINNEROUTLINE_ON + #pragma shader_feature HOLOGRAM_ON + #pragma shader_feature CHROMABERR_ON + #pragma shader_feature GLITCH_ON + #pragma shader_feature FLICKER_ON + #pragma shader_feature SHADOW_ON + #pragma shader_feature SHINE_ON + #pragma shader_feature CONTRAST_ON + #pragma shader_feature OVERLAY_ON + #pragma shader_feature OVERLAYMULT_ON + #pragma shader_feature ALPHACUTOFF_ON + #pragma shader_feature ALPHAROUND_ON + #pragma shader_feature DOODLE_ON + #pragma shader_feature WIND_ON + #pragma shader_feature WAVEUV_ON + #pragma shader_feature ROUNDWAVEUV_ON + #pragma shader_feature RECTSIZE_ON + #pragma shader_feature OFFSETUV_ON + #pragma shader_feature CLIPPING_ON + #pragma shader_feature TEXTURESCROLL_ON + #pragma shader_feature ZOOMUV_ON + #pragma shader_feature DISTORT_ON + #pragma shader_feature TWISTUV_ON + #pragma shader_feature ROTATEUV_ON + #pragma shader_feature POLARUV_ON + #pragma shader_feature FISHEYE_ON + #pragma shader_feature PINCH_ON + #pragma shader_feature SHAKEUV_ON + + #pragma shader_feature GLOWTEX_ON + #pragma shader_feature OUTTEX_ON + #pragma shader_feature OUTDIST_ON + #pragma shader_feature OUTBASE8DIR_ON + #pragma shader_feature OUTBASEPIXELPERF_ON + #pragma shader_feature COLORRAMPOUTLINE_ON + #pragma shader_feature GREYSCALEOUTLINE_ON + #pragma shader_feature POSTERIZEOUTLINE_ON + #pragma shader_feature BLURISHD_ON + #pragma shader_feature MANUALWIND_ON + #pragma shader_feature ATLAS_ON + #pragma shader_feature PREMULTIPLYALPHA_ON + + #pragma multi_compile _ UNITY_UI_CLIP_RECT + #pragma multi_compile _ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "AllIn1OneShaderFunctions.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + half4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + half4 color : COLOR; + #if OUTTEX_ON + half2 uvOutTex : TEXCOORD1; + #endif + #if OUTDIST_ON + half2 uvOutDistTex : TEXCOORD2; + #endif + #if DISTORT_ON + half2 uvDistTex : TEXCOORD3; + #endif + #if UNITY_UI_CLIP_RECT + half4 mask : TEXCOORD4; + #endif + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if UNITY_UI_CLIP_RECT + float4 _ClipRect; + half _UIMaskSoftnessX, _UIMaskSoftnessY; + #endif + + sampler2D _MainTex; + half4 _MainTex_ST, _MainTex_TexelSize, _Color; + half _Alpha; + float _RandomSeed; + + #if ATLAS_ON + half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; + #endif + + #if RECTSIZE_ON + half _RectSize; + #endif + + #if OFFSETUV_ON + half _OffsetUvX, _OffsetUvY; + #endif + + #if CLIPPING_ON + half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; + #endif + + #if TWISTUV_ON + half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; + #endif + + #if ROTATEUV_ON + half _RotateUvAmount; + #endif + + #if FISHEYE_ON + half _FishEyeUvAmount; + #endif + + #if PINCH_ON + half _PinchUvAmount; + #endif + + #if DOODLE_ON + half _HandDrawnAmount, _HandDrawnSpeed; + #endif + + #if SHAKEUV_ON + half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; + #endif + + #if WAVEUV_ON + float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; + #endif + + #if ROUNDWAVEUV_ON + half _RoundWaveStrength, _RoundWaveSpeed; + #endif + + #if ZOOMUV_ON + half _ZoomUvAmount; + #endif + + #if FADE_ON + sampler2D _FadeTex, _FadeBurnTex; + half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; + half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; + #endif + + #if TEXTURESCROLL_ON + half _TextureScrollXSpeed, _TextureScrollYSpeed; + #endif + + #if GLOW_ON + sampler2D _GlowTex; + half4 _GlowColor; + half _Glow, _GlowGlobal; + #endif + + #if OUTBASE_ON + half4 _OutlineColor; + half _OutlineAlpha, _OutlineGlow, _OutlineWidth; + int _OutlinePixelWidth; + #endif + + #if OUTTEX_ON + sampler2D _OutlineTex; + half4 _OutlineTex_ST; + half _OutlineTexXSpeed, _OutlineTexYSpeed; + #endif + + #if OUTDIST_ON + sampler2D _OutlineDistortTex; + half4 _OutlineDistortTex_ST; + half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; + #endif + + #if DISTORT_ON + sampler2D _DistortTex; + half4 _DistortTex_ST; + half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; + #endif + + #if WIND_ON + half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; + #endif + + #if GRADIENT_ON + half _GradBlend, _GradBoostX, _GradBoostY; + half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; + #endif + + #if COLORSWAP_ON + sampler2D _ColorSwapTex; + half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; + half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; + #endif + + #if HSV_ON + half _HsvShift, _HsvSaturation, _HsvBright; + #endif + + #if HITEFFECT_ON + half4 _HitEffectColor; + half _HitEffectGlow, _HitEffectBlend; + #endif + + #if PIXELATE_ON + half _PixelateSize; + #endif + + #if NEGATIVE_ON + half _NegativeAmount; + #endif + + #if COLORRAMP_ON + sampler2D _ColorRampTex, _ColorRampTexGradient; + half _ColorRampLuminosity, _ColorRampBlend; + #endif + + #if GREYSCALE_ON + half _GreyscaleLuminosity, _GreyscaleBlend; + half4 _GreyscaleTintColor; + #endif + + #if POSTERIZE_ON + half _PosterizeNumColors, _PosterizeGamma; + #endif + + #if BLUR_ON + half _BlurIntensity; + #endif + + #if MOTIONBLUR_ON + half _MotionBlurAngle, _MotionBlurDist; + #endif + + #if GHOST_ON + half _GhostColorBoost, _GhostTransparency, _GhostBlend; + #endif + + #if ALPHAOUTLINE_ON + half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; + half4 _AlphaOutlineColor; + #endif + + #if INNEROUTLINE_ON + half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; + half4 _InnerOutlineColor; + #endif + + #if HOLOGRAM_ON + half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; + half4 _HologramStripeColor; + #endif + + #if CHROMABERR_ON + half _ChromAberrAmount, _ChromAberrAlpha; + #endif + + #if GLITCH_ON + half _GlitchAmount, _GlitchSize; + #endif + + #if FLICKER_ON + half _FlickerFreq, _FlickerPercent, _FlickerAlpha; + #endif + + #if SHADOW_ON + half _ShadowX, _ShadowY, _ShadowAlpha; + half4 _ShadowColor; + #endif + + #if SHINE_ON + sampler2D _ShineMask; + half4 _ShineColor; + half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; + #endif + + #if ALPHACUTOFF_ON + half _AlphaCutoffValue; + #endif + + #if ALPHAROUND_ON + half _AlphaRoundThreshold; + #endif + + #if CHANGECOLOR_ON + half4 _ColorChangeNewCol, _ColorChangeTarget; + half _ColorChangeTolerance, _ColorChangeLuminosity; + #endif + #if CHANGECOLOR2_ON + half4 _ColorChangeNewCol2, _ColorChangeTarget2; + half _ColorChangeTolerance2; + #endif + #if CHANGECOLOR3_ON + half4 _ColorChangeNewCol3, _ColorChangeTarget3; + half _ColorChangeTolerance3; + #endif + + #if CONTRAST_ON + half _Contrast, _Brightness; + #endif + + #if OVERLAY_ON + sampler2D _OverlayTex; + half4 _OverlayTex_ST, _OverlayColor; + half _OverlayGlow, _OverlayBlend; + #endif + + v2f vert(appdata v) + { + #if RECTSIZE_ON + v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); + #endif + + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color; + + #if UNITY_UI_CLIP_RECT + half2 pixelSize = o.vertex.w; + pixelSize /= half2(1, 1) * abs(mul((half2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + half4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + half2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + o.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + #endif + + half2 center = half2(0.5, 0.5); + #if ATLAS_ON + center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); + #endif + + #if POLARUV_ON + o.uv = v.uv - center; + #endif + + #if ROTATEUV_ON + half2 uvC = v.uv; + half cosAngle = cos(_RotateUvAmount); + half sinAngle = sin(_RotateUvAmount); + half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); + uvC -= center; + o.uv = mul(rot, uvC); + o.uv += center; + #endif + + #if OUTTEX_ON + o.uvOutTex = TRANSFORM_TEX(v.uv, _OutlineTex); + #endif + + #if OUTDIST_ON + o.uvOutDistTex = TRANSFORM_TEX(v.uv, _OutlineDistortTex); + #endif + + #if DISTORT_ON + o.uvDistTex = TRANSFORM_TEX(v.uv, _DistortTex); + #endif + + return o; + } + + half3 GetPixel(in int offsetX, in int offsetY, half2 uv, sampler2D tex) + { + return tex2D(tex, (uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y))).rgb; + } + + half4 frag(v2f i) : SV_Target + { + float2 uvRect = i.uv; + half2 center = half2(0.5, 0.5); + #if ATLAS_ON + center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); + uvRect = half2((i.uv.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uv.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y); + + #if CLIPPING_ON + half2 tiledUv = half2(i.uv.x / _MainTex_ST.x, i.uv.y / _MainTex_ST.y); + #if ATLAS_ON + tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + clip((1 - _ClipUvUp) - tiledUv.y); + clip(tiledUv.y - _ClipUvDown); + clip((1 - _ClipUvRight) - tiledUv.x); + clip(tiledUv.x - _ClipUvLeft); + #endif + + #if TEXTURESCROLL_ON && ATLAS_ON + i.uv = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + _RandomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), + _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + _RandomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); + #endif + + #if OFFSETUV_ON + #if ATLAS_ON + i.uv = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), + _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); + #else + i.uv += half2(_OffsetUvX, _OffsetUvY); + #endif + #endif + + #if POLARUV_ON + i.uv = half2(atan2(i.uv.y, i.uv.x) / (2.0f * 3.141592653589f), length(i.uv)); + i.uv *= _MainTex_ST.xy; + #endif + + #if TWISTUV_ON + #if ATLAS_ON + _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; + _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; + #endif + half2 tempUv = i.uv - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); + _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; + half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; + half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; + half s = sin(theta); + half c = cos(theta); + half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); + tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); + tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); + i.uv = tempUv; + #endif + + #if FISHEYE_ON + half bind = length(centerTiled); + half2 dF = i.uv - centerTiled; + half dFlen = length(dF); + half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); + i.uv = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); + #endif + + #if PINCH_ON + half2 dP = i.uv - centerTiled; + half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); + i.uv = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); + #endif + + #if ZOOMUV_ON + i.uv -= centerTiled; + i.uv = i.uv * _ZoomUvAmount; + i.uv += centerTiled; + #endif + + #if DOODLE_ON + half2 uvCopy = uvRect; + _HandDrawnSpeed = (floor((_Time + _RandomSeed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; + uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); + uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); + i.uv = lerp(i.uv, i.uv + uvCopy, 0.0005 * _HandDrawnAmount); + #endif + + #if SHAKEUV_ON + half xShake = sin((_Time + _RandomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; + half yShake = cos((_Time + _RandomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; + i.uv += half2(xShake * 0.012, yShake * 0.01); + #endif + + #if RECTSIZE_ON + i.uv = i.uv.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; + #endif + + #if DISTORT_ON + #if ATLAS_ON + i.uvDistTex.x = i.uvDistTex.x * (1 / (_MaxXUV - _MinXUV)); + i.uvDistTex.y = i.uvDistTex.y * (1 / (_MaxYUV - _MinYUV)); + #endif + i.uvDistTex.x += ((_Time + _RandomSeed) * _DistortTexXSpeed) % 1; + i.uvDistTex.y += ((_Time + _RandomSeed) * _DistortTexYSpeed) % 1; + half distortAmnt = (tex2D(_DistortTex, i.uvDistTex).r - 0.5) * 0.2 * _DistortAmount; + i.uv.x += distortAmnt; + i.uv.y += distortAmnt; + #endif + + #if WAVEUV_ON + float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - i.uv; + uvWave %= 1; + #if ATLAS_ON + uvWave = half2(_WaveX, _WaveY) - uvRect; + #endif + uvWave.x *= _ScreenParams.x / _ScreenParams.y; + float waveTime = _Time.y + _RandomSeed; + float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); + i.uv = i.uv + uvWave * sin(angWave) * (_WaveStrength / 1000.0); + #endif + + #if ROUNDWAVEUV_ON + half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); + half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); + half ripple = -sqrt(xWave*xWave + yWave* yWave); + i.uv += (sin((ripple + (_Time.y + _RandomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; + #endif + + #if WIND_ON + half windOffset = sin((_Time + _RandomSeed) * _GrassSpeed * 10); + half2 windCenter = half2(0.5, 0.1); + #if ATLAS_ON + windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; + windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; + #endif + #if !MANUALWIND_ON + i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); + #else + i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); + windOffset = _GrassManualAnim; + #endif + half2 delta = i.uv - windCenter; + half delta2 = dot(delta.xy, delta.xy); + half2 delta_offset = delta2 * windOffset; + i.uv = i.uv + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; + #endif + + #if TEXTURESCROLL_ON && !ATLAS_ON + i.uv.x += ((_Time.y + _RandomSeed) * _TextureScrollXSpeed) % 1; + i.uv.y += ((_Time.y + _RandomSeed) * _TextureScrollYSpeed) % 1; + #endif + + #if PIXELATE_ON + i.uv = floor(i.uv * _PixelateSize) / _PixelateSize; + #endif + + half4 col = tex2D(_MainTex, i.uv); + half originalAlpha = col.a; + col *= i.color; + #if PREMULTIPLYALPHA_ON + col.rgb *= col.a; + #endif + + #if GLITCH_ON + half2 uvGlitch = uvRect; + uvGlitch.y -= 0.5; + half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, _RandomSeed), 3.0) * _GlitchAmount + * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, _RandomSeed), 3.0); + col = tex2D(_MainTex, i.uv + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), _RandomSeed), 0)) * i.color; + #endif + + #if CHROMABERR_ON + half4 r = tex2D(_MainTex, i.uv + half2(_ChromAberrAmount/10, 0)) * i.color; + half4 b = tex2D(_MainTex, i.uv + half2(-_ChromAberrAmount/10, 0)) * i.color; + col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a)); + #endif + + #if BLUR_ON + #if ATLAS_ON + #if !BLURISHD_ON + col = BlurHD(i.uv, _MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * i.color; + #else + col = Blur(i.uv, _MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * i.color; + #endif + #else + #if !BLURISHD_ON + col = BlurHD(i.uv, _MainTex, _BlurIntensity, 1, 1) * i.color; + #else + col = Blur(i.uv, _MainTex, _BlurIntensity) * i.color; + #endif + #endif + #endif + + #if MOTIONBLUR_ON + _MotionBlurAngle = _MotionBlurAngle * 3.1415926; + #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) + _MotionBlurDist = _MotionBlurDist * 0.005; + #if ATLAS_ON + _MotionBlurDist *= (_MaxXUV - _MinXUV); + #endif + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); + col.rgb += tex2D(_MainTex, i.uv); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist, _MotionBlurDist))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); + col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); + col.rgb = col.rgb / 9; + #endif + + #if NEGATIVE_ON + col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); + #endif + + half luminance = 0; + #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _GreyscaleLuminosity); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); + #endif + + #if GHOST_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + half4 ghostResult; + ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; + ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); + col = lerp(col, ghostResult, _GhostBlend); + #endif + + #if INNEROUTLINE_ON + half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, i.uv, _MainTex) - GetPixel(0, -_InnerOutlineThickness, i.uv, _MainTex)); + innerT += abs(GetPixel(_InnerOutlineThickness, 0, i.uv, _MainTex) - GetPixel(-_InnerOutlineThickness, 0, i.uv, _MainTex)); + #if !ONLYINNEROUTLINE_ON + innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha; + col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; + #else + innerT *= col.a * _InnerOutlineAlpha; + col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow; + col.a = step(0.3, col.r+col.g+col.b); + #endif + #endif + + #if HITEFFECT_ON + col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend); + #endif + + #if GRADIENT_ON + half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y); + #if GRADIENT2COL_ON + _GradTopRightCol = _GradTopLeftCol; + _GradBotRightCol = _GradBotLeftCol; + #endif + #if RADIALGRADIENT_ON + half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); + radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z); + radialDist = saturate(_GradBoostX * radialDist); + half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); + #else + half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); + half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), + lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); + #endif + gradientResult = lerp(col, gradientResult, _GradBlend); + col.rgb = gradientResult.rgb * col.a; + col.a *= gradientResult.a; + #endif + + #if CONTRAST_ON + col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); + col.rgb += _Brightness; + #endif + + #if COLORSWAP_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + half4 swapMask = tex2D(_ColorSwapTex, i.uv); + swapMask.rgb *= swapMask.a; + half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); + half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); + half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); + swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); + col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); + #endif + + #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _ColorRampLuminosity); + #if GRADIENTCOLORRAMP_ON + col.rgb = lerp(col.rgb, tex2D(_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); + #else + col.rgb = lerp(col.rgb, tex2D(_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); + #endif + #endif + + #if CHANGECOLOR_ON + float3 currChangeColor = saturate(col.rgb); + luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; + luminance = saturate(luminance + _ColorChangeLuminosity); + half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb, + max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0)); + #if CHANGECOLOR2_ON + dif = abs(currChangeColor - _ColorChangeTarget2.rgb); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, + max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); + #endif + #if CHANGECOLOR3_ON + dif = abs(currChangeColor - _ColorChangeTarget3.rgb); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, + max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); + #endif + #endif + + #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON + col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; + col.rgb = floor(col.rgb) / _PosterizeNumColors; + col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); + #endif + + #if HSV_ON + half3 resultHsv = half3(col.rgb); + half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); + half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); + resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; + resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; + resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; + col.rgb = resultHsv; + #endif + + #if OVERLAY_ON + half4 overlayCol = tex2D(_OverlayTex, TRANSFORM_TEX(i.uv, _OverlayTex)); + overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; + #if !OVERLAYMULT_ON + overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; + col.rgb += overlayCol; + #else + overlayCol.a *= _OverlayColor.a; + col = lerp(col, col * overlayCol, _OverlayBlend); + #endif + #endif + + //OUTLINE------------------------------------------------------------- + #if OUTBASE_ON + #if OUTBASEPIXELPERF_ON + half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); + #else + half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); + #endif + + #if OUTDIST_ON + i.uvOutDistTex.x += ((_Time + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; + i.uvOutDistTex.y += ((_Time + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; + #if ATLAS_ON + i.uvOutDistTex = half2((i.uvOutDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half outDistortAmnt = (tex2D(_OutlineDistortTex, i.uvOutDistTex).r - 0.5) * 0.2 * _OutlineDistortAmount; + destUv.x += outDistortAmnt; + destUv.y += outDistortAmnt; + #endif + + half spriteLeft = tex2D(_MainTex, i.uv + half2(destUv.x, 0)).a; + half spriteRight = tex2D(_MainTex, i.uv - half2(destUv.x, 0)).a; + half spriteBottom = tex2D(_MainTex, i.uv + half2(0, destUv.y)).a; + half spriteTop = tex2D(_MainTex, i.uv - half2(0, destUv.y)).a; + half result = spriteLeft + spriteRight + spriteBottom + spriteTop; + + #if OUTBASE8DIR_ON + half spriteTopLeft = tex2D(_MainTex, i.uv + half2(destUv.x, destUv.y)).a; + half spriteTopRight = tex2D(_MainTex, i.uv + half2(-destUv.x, destUv.y)).a; + half spriteBotLeft = tex2D(_MainTex, i.uv + half2(destUv.x, -destUv.y)).a; + half spriteBotRight = tex2D(_MainTex, i.uv + half2(-destUv.x, -destUv.y)).a; + result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight; + #endif + + result = step(0.05, saturate(result)); + + #if OUTTEX_ON + i.uvOutTex.x += ((_Time + _RandomSeed) * _OutlineTexXSpeed) % 1; + i.uvOutTex.y += ((_Time + _RandomSeed) * _OutlineTexYSpeed) % 1; + #if ATLAS_ON + i.uvOutTex = half2((i.uvOutTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half4 tempOutColor = tex2D(_OutlineTex, i.uvOutTex); + tempOutColor *= _OutlineColor; + _OutlineColor = tempOutColor; + #endif + + result *= (1 - originalAlpha) * _OutlineAlpha; + + half4 outline = _OutlineColor * i.color.a; + outline.rgb *= _OutlineGlow; + outline.a = result; + #if ONLYOUTLINE_ON + col = outline; + #else + col = lerp(col, outline, result); + #endif + #endif + //----------------------------------------------------------------------------- + + #if FADE_ON + half2 tiledUvFade1= TRANSFORM_TEX(i.uv, _FadeTex); + half2 tiledUvFade2 = TRANSFORM_TEX(i.uv, _FadeBurnTex); + #if ATLAS_ON + tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV)); + tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV)); + #endif + half fadeTemp = tex2D(_FadeTex, tiledUvFade1).r; + half fade = smoothstep(_FadeAmount + 0.01, _FadeAmount + _FadeBurnTransition, fadeTemp); + half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); + col.a *= fade; + _FadeBurnColor.rgb *= _FadeBurnGlow; + col += fadeBurn * tex2D(_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); + #endif + + #if SHADOW_ON + half shadowA = tex2D(_MainTex, i.uv + half2(_ShadowX, _ShadowY)).a; + half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); + col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a)); + col.rgb += (_ShadowColor * shadowA) * (1 - col.a); + col.a = max(shadowA * _ShadowAlpha * i.color.a, col.a); + #endif + + #if GLOW_ON + half4 emission; + #if GLOWTEX_ON + emission = tex2D(_GlowTex, i.uv); + #else + emission = col; + #endif + col.rgb *= _GlowGlobal; + emission.rgb *= emission.a * col.a * _Glow * _GlowColor; + col.rgb += emission.rgb; + #endif + + #if COLORRAMP_ON && COLORRAMPOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _ColorRampLuminosity); + #if GRADIENTCOLORRAMP_ON + col.rgb = lerp(col.rgb, tex2D(_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); + #else + col.rgb = lerp(col.rgb, tex2D(_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); + #endif + #endif + + #if GREYSCALE_ON && GREYSCALEOUTLINE_ON + luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; + luminance = saturate(luminance + _GreyscaleLuminosity); + col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); + #endif + + #if POSTERIZE_ON && POSTERIZEOUTLINE_ON + col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors; + col.rgb = floor(col.rgb) / _PosterizeNumColors; + col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma); + #endif + + #if SHINE_ON + half2 uvShine = uvRect; + half cosAngle = cos(_ShineRotate); + half sinAngle = sin(_ShineRotate); + half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); + uvShine -= half2(0.5, 0.5); + uvShine = mul(rot, uvShine); + uvShine += half2(0.5, 0.5); + half shineMask = tex2D(_ShineMask, i.uv).a; + half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; + half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); + col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) + * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; + #endif + + #if HOLOGRAM_ON + half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; + half hologramYCoord = ((uvRect.y + (((_Time.x + _RandomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; + hologramYCoord = abs(hologramYCoord); + half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); + half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); + half4 hologramResult = col; + hologramResult.a *= lerp(alpha, 1, hologramMask); + hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); + hologramMask = 1 - step(0.01,hologramMask); + hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; + col = lerp(col, hologramResult, _HologramBlend); + #endif + + #if FLICKER_ON + col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + _RandomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); + #endif + + col.a *= _Alpha; + + #if UNITY_UI_CLIP_RECT + half2 clipMask = saturate((_ClipRect.zw - _ClipRect.xy - abs(i.mask.xy)) * i.mask.zw); + col.a *= clipMask.x * clipMask.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip (col.a - 0.001); + #endif + + #if ALPHACUTOFF_ON + clip((1 - _AlphaCutoffValue) - (1 - col.a) - 0.01); + #endif + + #if ALPHAROUND_ON + col.a = step(_AlphaRoundThreshold, col.a); + #endif + + #if ALPHAOUTLINE_ON + half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; + col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); + col.a = lerp(col.a, 1, alphaOutlineRes > 1); + #endif + + col *= _Color; + + return col; + } + ENDCG + } + } + CustomEditor "AllIn1SpriteShaderUiMaskMaterialInspector" + //Fallback "Sprites/Default" //Remove fallback so that any shader error is obvious to the user +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderUiMask.shader.meta b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderUiMask.shader.meta new file mode 100644 index 0000000..8e36068 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderUiMask.shader.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: a53f4bb29f3644b43b5075c6dcfecb32 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _GlowTex: {instanceID: 0} + - _FadeTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3} + - _FadeBurnTex: {fileID: 2800000, guid: 677cca399782dea41aedc1d292ecb67d, type: 3} + - _OutlineTex: {fileID: 2800000, guid: 74087f6d03f233e4a8a142fa01f9e5cf, type: 3} + - _OutlineDistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, + type: 3} + - _ColorSwapTex: {instanceID: 0} + - _ColorRampTex: {fileID: 2800000, guid: 279657edc397ece4b8029c727adf6ddc, type: 3} + - _DistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Scripts.meta b/Assets/AllIn1SpriteShader/Scripts.meta new file mode 100644 index 0000000..25e7f5c --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4e5ef1ce32696cd4c8ddbe3e0e172819 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Scripts/All1CreateUnifiedOutline.cs b/Assets/AllIn1SpriteShader/Scripts/All1CreateUnifiedOutline.cs new file mode 100644 index 0000000..6ecf90b --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/All1CreateUnifiedOutline.cs @@ -0,0 +1,96 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace AllIn1SpriteShader +{ + [ExecuteInEditMode] + public class All1CreateUnifiedOutline : MonoBehaviour + { + [SerializeField] private Material outlineMaterial = null; + [SerializeField] private Transform outlineParentTransform = null; + + [Space] + [Header("Only needed if Sprite (ignored if UI)")] + [SerializeField] private int duplicateOrderInLayer = -100; + [SerializeField] private string duplicateSortingLayer = "Default"; + + [Space] + [Header("This operation will delete the component")] + [SerializeField] private bool createUnifiedOutline; + + void Update() + { + if (createUnifiedOutline) + { + if (outlineMaterial == null) + { + createUnifiedOutline = false; + MissingMaterial(); + return; + } + + List children = new List(); + GetAllChildren(transform, ref children); + foreach (Transform t in children) CreateOutlineSpriteDuplicate(t.gameObject); + CreateOutlineSpriteDuplicate(gameObject); + + DestroyImmediate(this); + } + } + + private void CreateOutlineSpriteDuplicate(GameObject target) + { + bool objectIsUi = false; + SpriteRenderer ownSr = target.GetComponent(); + Image ownImage = target.GetComponent(); + if (ownSr != null) objectIsUi = false; + else if (ownImage != null) objectIsUi = true; + else if (ownSr == null && ownImage == null && !transform.Equals(outlineParentTransform)) return; + + GameObject objDuplicate = new GameObject(); + objDuplicate.name = target.name + "Outline"; + objDuplicate.transform.position = target.transform.position; + objDuplicate.transform.rotation = target.transform.rotation; + objDuplicate.transform.localScale = target.transform.lossyScale; + if (outlineParentTransform == null) objDuplicate.transform.parent = target.transform; + else objDuplicate.transform.parent = outlineParentTransform; + + if (!objectIsUi) + { + SpriteRenderer sr = objDuplicate.AddComponent(); + sr.sprite = ownSr.sprite; + sr.sortingOrder = duplicateOrderInLayer; + sr.sortingLayerName = duplicateSortingLayer; + sr.material = outlineMaterial; + sr.flipX = ownSr.flipX; + sr.flipY = ownSr.flipY; + } + else + { + Image image = objDuplicate.AddComponent(); + image.sprite = ownImage.sprite; + image.material = outlineMaterial; + } + } + + private void MissingMaterial() + { +#if UNITY_EDITOR + EditorUtility.DisplayDialog("Missing Material", "Please assign a Material For New Duplicate and try again", "Ok"); +#endif + } + + private void GetAllChildren(Transform parent, ref List transforms) + { + foreach (Transform child in parent) + { + transforms.Add(child); + GetAllChildren(child, ref transforms); + } + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Scripts/All1CreateUnifiedOutline.cs.meta b/Assets/AllIn1SpriteShader/Scripts/All1CreateUnifiedOutline.cs.meta new file mode 100644 index 0000000..5328af1 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/All1CreateUnifiedOutline.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 264cca4d0f5bbb54eb9de18ca54d1506 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Scripts/AllIn1Shader.cs b/Assets/AllIn1SpriteShader/Scripts/AllIn1Shader.cs new file mode 100644 index 0000000..f58cbcc --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/AllIn1Shader.cs @@ -0,0 +1,856 @@ +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEngine; +using UnityEngine.Tilemaps; +using UnityEngine.UI; +#if UNITY_EDITOR +using UnityEditor.SceneManagement; +#endif + +namespace AllIn1SpriteShader +{ + [ExecuteInEditMode] + [DisallowMultipleComponent] + [AddComponentMenu("AllIn1SpriteShader/AddAllIn1Shader")] + public class AllIn1Shader : MonoBehaviour + { + public enum ShaderTypes + { + Default, + ScaledTime, + MaskedUI, + Urp2dRenderer, + Invalid + } + public ShaderTypes shaderTypes = ShaderTypes.Invalid; + + private Material currMaterial, prevMaterial; + private bool matAssigned = false, destroyed = false; + private enum AfterSetAction { Clear, CopyMaterial, Reset}; + + [Range(1f, 20f)] public float normalStrength = 5f; + [Range(0f, 3f)] public int normalSmoothing = 1; + [HideInInspector] public bool computingNormal = false; + +#if UNITY_EDITOR + private static float timeLastReload = -1f; + private void Start() + { + if(timeLastReload < 0) timeLastReload = Time.time; + } + + private void Update() + { + if (matAssigned || Application.isPlaying || !gameObject.activeSelf) return; + Renderer sr = GetComponent(); + if (sr != null) + { + if (sr.sharedMaterial == null) + { + CleanMaterial(); + MakeNewMaterial(true); + } + if (sr.sharedMaterial.name.Contains("Default")) MakeNewMaterial(true); + else matAssigned = true; + } + else + { + Graphic img = GetComponent(); + if (img != null) + { + if (img.material.name.Contains("Default")) MakeNewMaterial(true); + else matAssigned = true; + } + } + } +#endif + + private void MakeNewMaterial(bool getShaderTypeFromPrefs, string shaderName = "AllIn1SpriteShader") + { + SetMaterial(AfterSetAction.Clear, getShaderTypeFromPrefs, shaderName); + } + + public void MakeCopy() + { + SetMaterial(AfterSetAction.CopyMaterial, false, GetStringFromShaderType()); + } + + private void ResetAllProperties(bool getShaderTypeFromPrefs, string shaderName) + { + SetMaterial(AfterSetAction.Reset, getShaderTypeFromPrefs, shaderName); + } + + private string GetStringFromShaderType() + { + if (shaderTypes == ShaderTypes.Default) return "AllIn1SpriteShader"; + else if (shaderTypes == ShaderTypes.ScaledTime) return "AllIn1SpriteShaderScaledTime"; + else if (shaderTypes == ShaderTypes.MaskedUI) return "AllIn1SpriteShaderUiMask"; + else if (shaderTypes == ShaderTypes.Urp2dRenderer) return "AllIn1Urp2dRenderer"; + else return "AllIn1SpriteShader"; + } + + private void SetMaterial(AfterSetAction action, bool getShaderTypeFromPrefs, string shaderName) + { + Shader allIn1Shader = Resources.Load(shaderName, typeof(Shader)) as Shader; + if (getShaderTypeFromPrefs) + { + int shaderVariant = PlayerPrefs.GetInt("allIn1DefaultShader"); + if (shaderVariant == 1) allIn1Shader = Resources.Load("AllIn1SpriteShaderScaledTime", typeof(Shader)) as Shader; + else if (shaderVariant == 2) allIn1Shader = Resources.Load("AllIn1SpriteShaderUiMask", typeof(Shader)) as Shader; + else if (shaderVariant == 3) allIn1Shader = Resources.Load("AllIn1Urp2dRenderer", typeof(Shader)) as Shader; + } + + if (!Application.isPlaying && Application.isEditor && allIn1Shader != null) + { + bool rendererExists = false; + Renderer sr = GetComponent(); + if (sr != null) + { + rendererExists = true; + int renderingQueue = 3000; + if(action == AfterSetAction.CopyMaterial) renderingQueue = GetComponent().sharedMaterial.renderQueue; + prevMaterial = new Material(GetComponent().sharedMaterial); + currMaterial = new Material(allIn1Shader); + currMaterial.renderQueue = renderingQueue; + GetComponent().sharedMaterial = currMaterial; + GetComponent().sharedMaterial.hideFlags = HideFlags.None; + matAssigned = true; + DoAfterSetAction(action); + } + else + { + Graphic img = GetComponent(); + if (img != null) + { + rendererExists = true; + int renderingQueue = 3000; + if(action == AfterSetAction.CopyMaterial) renderingQueue = img.material.renderQueue; + prevMaterial = new Material(img.material); + currMaterial = new Material(allIn1Shader); + currMaterial.renderQueue = renderingQueue; + img.material = currMaterial; + img.material.hideFlags = HideFlags.None; + matAssigned = true; + DoAfterSetAction(action); + } + } + if (!rendererExists) + { + MissingRenderer(); + return; + } + else + { + SetSceneDirty(); + } + } + else if (allIn1Shader == null) + { + Debug.LogError("Make sure the AllIn1SpriteShader shader variants are inside the Resource folder!"); + } + } + + private void DoAfterSetAction(AfterSetAction action) + { + switch (action) + { + case AfterSetAction.Clear: + ClearAllKeywords(); + break; + case AfterSetAction.CopyMaterial: + currMaterial.CopyPropertiesFromMaterial(prevMaterial); + break; + } + } + + public void TryCreateNew() + { + bool rendererExists = false; + Renderer sr = GetComponent(); + if (sr != null) + { + rendererExists = true; + if (sr != null && sr.sharedMaterial != null && sr.sharedMaterial.name.Contains("AllIn1")) + { + ResetAllProperties(false, GetStringFromShaderType()); + ClearAllKeywords(); + } + else + { + CleanMaterial(); + MakeNewMaterial(false, GetStringFromShaderType()); + } + } + else + { + Graphic img = GetComponent(); + if (img != null) + { + rendererExists = true; + if (img.material.name.Contains("AllIn1")) + { + ResetAllProperties(false, GetStringFromShaderType()); + ClearAllKeywords(); + } + else MakeNewMaterial(false, GetStringFromShaderType()); + } + } + if (!rendererExists) + { + MissingRenderer(); + } + SetSceneDirty(); + } + + public void ClearAllKeywords() + { + SetKeyword("RECTSIZE_ON"); + SetKeyword("OFFSETUV_ON"); + SetKeyword("CLIPPING_ON"); + SetKeyword("POLARUV_ON"); + SetKeyword("TWISTUV_ON"); + SetKeyword("ROTATEUV_ON"); + SetKeyword("FISHEYE_ON"); + SetKeyword("PINCH_ON"); + SetKeyword("SHAKEUV_ON"); + SetKeyword("WAVEUV_ON"); + SetKeyword("ROUNDWAVEUV_ON"); + SetKeyword("DOODLE_ON"); + SetKeyword("ZOOMUV_ON"); + SetKeyword("FADE_ON"); + SetKeyword("TEXTURESCROLL_ON"); + SetKeyword("GLOW_ON"); + SetKeyword("OUTBASE_ON"); + SetKeyword("ONLYOUTLINE_ON"); + SetKeyword("OUTTEX_ON"); + SetKeyword("OUTDIST_ON"); + SetKeyword("DISTORT_ON"); + SetKeyword("WIND_ON"); + SetKeyword("GRADIENT_ON"); + SetKeyword("GRADIENT2COL_ON"); + SetKeyword("RADIALGRADIENT_ON"); + SetKeyword("COLORSWAP_ON"); + SetKeyword("HSV_ON"); + SetKeyword("HITEFFECT_ON"); + SetKeyword("PIXELATE_ON"); + SetKeyword("NEGATIVE_ON"); + SetKeyword("GRADIENTCOLORRAMP_ON"); + SetKeyword("COLORRAMP_ON"); + SetKeyword("GREYSCALE_ON"); + SetKeyword("POSTERIZE_ON"); + SetKeyword("BLUR_ON"); + SetKeyword("MOTIONBLUR_ON"); + SetKeyword("GHOST_ON"); + SetKeyword("ALPHAOUTLINE_ON"); + SetKeyword("INNEROUTLINE_ON"); + SetKeyword("ONLYINNEROUTLINE_ON"); + SetKeyword("HOLOGRAM_ON"); + SetKeyword("CHROMABERR_ON"); + SetKeyword("GLITCH_ON"); + SetKeyword("FLICKER_ON"); + SetKeyword("SHADOW_ON"); + SetKeyword("SHINE_ON"); + SetKeyword("CONTRAST_ON"); + SetKeyword("OVERLAY_ON"); + SetKeyword("OVERLAYMULT_ON"); + SetKeyword("ALPHACUTOFF_ON"); + SetKeyword("ALPHAROUND_ON"); + SetKeyword("CHANGECOLOR_ON"); + SetKeyword("CHANGECOLOR2_ON"); + SetKeyword("CHANGECOLOR3_ON"); + SetKeyword("FOG_ON"); + SetSceneDirty(); + } + + private void SetKeyword(string keyword, bool state = false) + { + if (destroyed) return; + if (currMaterial == null) + { + FindCurrMaterial(); + if (currMaterial == null) + { + MissingRenderer(); + return; + } + } + if (!state) currMaterial.DisableKeyword(keyword); + else currMaterial.EnableKeyword(keyword); + } + + private void FindCurrMaterial() + { + Renderer sr = GetComponent(); + if (sr != null) + { + currMaterial = GetComponent().sharedMaterial; + matAssigned = true; + } + else + { + Graphic img = GetComponent(); + if (img != null) + { + currMaterial = img.material; + matAssigned = true; + } + } + } + + public void CleanMaterial() + { + Renderer sr = GetComponent(); + if (sr != null) + { + sr.sharedMaterial = new Material(Shader.Find("Sprites/Default")); + matAssigned = false; + } + else + { + Graphic img = GetComponent(); + if (img != null) + { + img.material = new Material(Shader.Find("Sprites/Default")); + matAssigned = false; + } + } + SetSceneDirty(); + } + + public void SaveMaterial() + { +#if UNITY_EDITOR + string sameMaterialPath = AllIn1ShaderWindow.materialsSavesPath; + if (PlayerPrefs.HasKey("All1ShaderMaterials")) sameMaterialPath = PlayerPrefs.GetString("All1ShaderMaterials"); + else PlayerPrefs.SetString("All1ShaderMaterials", AllIn1ShaderWindow.materialsSavesPath); + sameMaterialPath += "/"; + if (!System.IO.Directory.Exists(sameMaterialPath)) + { + EditorUtility.DisplayDialog("The desired Material Save Path doesn't exist", + "Go to Window -> AllIn1ShaderWindow and set a valid folder", "Ok"); + return; + } + sameMaterialPath += gameObject.name; + string fullPath = sameMaterialPath + ".mat"; + if (System.IO.File.Exists(fullPath)) + { + SaveMaterialWithOtherName(sameMaterialPath); + } + else DoSaving(fullPath); + SetSceneDirty(); +#endif + } + private void SaveMaterialWithOtherName(string path, int i = 1) + { + int number = i; + string newPath = path + "_" + number.ToString(); + string fullPath = newPath + ".mat"; + if (System.IO.File.Exists(fullPath)) + { + number++; + SaveMaterialWithOtherName(path, number); + } + else + { + DoSaving(fullPath); + } + } + + private void DoSaving(string fileName) + { +#if UNITY_EDITOR + bool rendererExists = false; + Renderer sr = GetComponent(); + Material matToSave = null; + Material createdMat = null; + if (sr != null) + { + rendererExists = true; + matToSave = sr.sharedMaterial; + } + else + { + Graphic img = GetComponent(); + if (img != null) + { + rendererExists = true; + matToSave = img.material; + } + } + if (!rendererExists) + { + MissingRenderer(); + return; + } + else + { + createdMat = new Material(matToSave); + currMaterial = createdMat; + AssetDatabase.CreateAsset(createdMat, fileName); + Debug.Log(fileName + " has been saved!"); + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(fileName, typeof(Material))); + } + if (sr != null) + { + sr.material = createdMat; + } + else + { + Graphic img = GetComponent(); + img.material = createdMat; + } +#endif + } + + public void SetSceneDirty() + { +#if UNITY_EDITOR + if (!Application.isPlaying) EditorSceneManager.MarkAllScenesDirty(); + + //If you get an error here please delete the 2 lines below + var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage(); + if (prefabStage != null) EditorSceneManager.MarkSceneDirty(prefabStage.scene); +#endif + } + + private void MissingRenderer() + { +#if UNITY_EDITOR + EditorUtility.DisplayDialog("Missing Renderer", "This GameObject (" + + gameObject.name + ") has no Renderer or UI Image component. This AllIn1Shader component will be removed.", "Ok"); + destroyed = true; + DestroyImmediate(this); +#endif + } + + public void ToggleSetAtlasUvs(bool activate) + { + SetAtlasUvs atlasUvs = GetComponent(); + if (activate) + { + if (atlasUvs == null) atlasUvs = gameObject.AddComponent(); + atlasUvs.GetAndSetUVs(); + SetKeyword("ATLAS_ON", true); + } + else + { + if (atlasUvs != null) + { + atlasUvs.ResetAtlasUvs(); + DestroyImmediate(atlasUvs); + } + SetKeyword("ATLAS_ON", false); + } + SetSceneDirty(); + } + + public void ApplyMaterialToHierarchy() + { + Renderer sr = GetComponent(); + Graphic image = GetComponent(); + Material matToApply = null; + if (sr != null) matToApply = sr.sharedMaterial; + else if (image != null) + { + matToApply = image.material; + } + else + { + MissingRenderer(); + return; + } + + List children = new List(); + GetAllChildren(transform, ref children); + foreach (Transform t in children) + { + sr = t.gameObject.GetComponent(); + if (sr != null) sr.material = matToApply; + else + { + image = t.gameObject.GetComponent(); + if (image != null) image.material = matToApply; + } + } + } + + public void CheckIfValidTarget() + { + Renderer sr = GetComponent(); + Graphic image = GetComponent(); + if (sr == null && image == null) MissingRenderer(); + } + + private void GetAllChildren(Transform parent, ref List transforms) + { + foreach (Transform child in parent) + { + transforms.Add(child); + GetAllChildren(child, ref transforms); + } + } + + public void RenderToImage() + { +#if UNITY_EDITOR + if (currMaterial == null) + { + FindCurrMaterial(); + if (currMaterial == null) + { + MissingRenderer(); + return; + } + } + Texture tex = currMaterial.GetTexture("_MainTex"); + if (tex != null) RenderAndSaveTexture(currMaterial, tex); + else + { + SpriteRenderer sr = GetComponent(); + Graphic i = GetComponent(); + if (sr != null) tex = sr.sprite.texture; + else if (i != null) tex = i.mainTexture; + + if (tex != null) RenderAndSaveTexture(currMaterial, tex); + else EditorUtility.DisplayDialog("No valid target texture found", "All In 1 Shader component couldn't find a valid Main Texture in this GameObject (" + + gameObject.name + "). This means that the material you are using has no Main Texture or that the texture couldn't be reached through the Renderer component you are using." + + " Please make sure to have a valid Main Texture in the Material", "Ok"); + } +#endif + } + + public void RenderAndSaveTexture(Material targetMaterial, Texture targetTexture) + { +#if UNITY_EDITOR + float scaleSlider = 1; + if (PlayerPrefs.HasKey("All1ShaderRenderImagesScale")) scaleSlider = PlayerPrefs.GetFloat("All1ShaderRenderImagesScale"); + RenderTexture renderTarget = new RenderTexture((int)(targetTexture.width * scaleSlider), (int)(targetTexture.height * scaleSlider), 0, RenderTextureFormat.ARGB32); + Graphics.Blit(targetTexture, renderTarget, targetMaterial); + Texture2D reaultTex = new Texture2D(renderTarget.width, renderTarget.height, TextureFormat.ARGB32, false); + reaultTex.ReadPixels(new Rect(0, 0, renderTarget.width, renderTarget.height), 0, 0); + reaultTex.Apply(); + + string path = AllIn1ShaderWindow.renderImagesSavesPath; + if (PlayerPrefs.HasKey("All1ShaderRenderImages")) path = PlayerPrefs.GetString("All1ShaderRenderImages"); + else PlayerPrefs.SetString("All1ShaderRenderImages", AllIn1ShaderWindow.renderImagesSavesPath); + path += "/"; + if (!System.IO.Directory.Exists(path)) + { + EditorUtility.DisplayDialog("The desired Material to Image Save Path doesn't exist", + "Go to Window -> AllIn1ShaderWindow and set a valid folder", "Ok"); + return; + } + string fullPath = path + gameObject.name + ".png"; + if (System.IO.File.Exists(fullPath)) fullPath = GetNewValidPath(path + gameObject.name); + string pingPath = fullPath; + + string fileName = fullPath.Replace(path, ""); + fileName = fileName.Replace(".png", ""); + fullPath = EditorUtility.SaveFilePanel("Save Render Image", path, fileName, "png"); + + byte[] bytes = reaultTex.EncodeToPNG(); + File.WriteAllBytes(fullPath, bytes); + AssetDatabase.ImportAsset(subPath); + AssetDatabase.Refresh(); + DestroyImmediate(reaultTex); + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(pingPath, typeof(Texture))); + Debug.Log("Render Image saved to: " + fullPath + " with scale: " + scaleSlider + " (it can be changed in Window -> AllIn1ShaderWindow)"); +#endif + } + + private string GetNewValidPath(string path, int i = 1) + { + int number = i; + string newPath = path + "_" + number.ToString(); + string fullPath = newPath + ".png"; + if (System.IO.File.Exists(fullPath)) + { + number++; + fullPath = GetNewValidPath(path, number); + } + return fullPath; + } + + #region normalMapCreator + protected virtual void OnEnable() + { +#if UNITY_EDITOR + EditorApplication.update += OnEditorUpdate; +#endif + } + + protected virtual void OnDisable() + { +#if UNITY_EDITOR + EditorApplication.update -= OnEditorUpdate; +#endif + } + + bool needToWait; + int waitingCycles; + int timesWeWaited; + protected virtual void OnEditorUpdate() + { + if (computingNormal) + { + if (needToWait) + { + waitingCycles++; + if (waitingCycles > 5) + { + needToWait = false; + timesWeWaited++; + } + } + else + { + if (timesWeWaited == 1) SetNewNormalTexture2(); + if (timesWeWaited == 2) SetNewNormalTexture3(); + if (timesWeWaited == 3) SetNewNormalTexture4(); + needToWait = true; + } + } + } + + SpriteRenderer normalMapSr; + Renderer normalMapRenderer; + bool isSpriteRenderer; + public void CreateAndAssignNormalMap() + { +#if UNITY_EDITOR + if (GetComponent() != null) + { + EditorUtility.DisplayDialog("This is a tilemap", "This feature isn't supported on Tilemap Renderers." + + " Add a secondary normal map texture instead (you can create a Normal Map in the asset Window)", "Ok"); + return; + } + + normalMapSr = GetComponent(); + normalMapRenderer = GetComponent(); + if (normalMapSr != null) + { + isSpriteRenderer = true; + SetNewNormalTexture(); + } + else if (normalMapRenderer != null) + { + isSpriteRenderer = false; + SetNewNormalTexture(); + } + else + { + if (GetComponent() != null) + { + EditorUtility.DisplayDialog("This is a UI element", "This GameObject (" + + gameObject.name + ") is a UI element. UI elements probably shouldn't have a normal map. Why are you using the light shader variant?", "Ok"); + } + else + { + MissingRenderer(); + } + return; + } +#endif + } + + string path; + private void SetNewNormalTexture() + { +#if UNITY_EDITOR + path = AllIn1ShaderWindow.normalMapSavesPath; + if (PlayerPrefs.HasKey("All1ShaderNormals")) path = PlayerPrefs.GetString("All1ShaderNormals"); + else PlayerPrefs.SetString("All1ShaderNormals", AllIn1ShaderWindow.normalMapSavesPath); + path += "/"; + if (!System.IO.Directory.Exists(path)) + { + EditorUtility.DisplayDialog("The desired folder doesn't exist", + "Go to Window -> AllIn1ShaderWindow and set a valid folder", "Ok"); + return; + } +#else + computingNormal = false; + return; +#endif + + computingNormal = true; + needToWait = true; + waitingCycles = 0; + timesWeWaited = 0; + } + +#if UNITY_EDITOR + TextureImporter importer; + Texture2D mainTex2D; +#endif + private void SetNewNormalTexture2() + { +#if UNITY_EDITOR + if (!isSpriteRenderer) + { + mainTex2D = (Texture2D)normalMapRenderer.sharedMaterial.GetTexture("_MainTex"); + importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(mainTex2D)) as TextureImporter; + } + else importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(normalMapSr.sprite)) as TextureImporter; + + importer.isReadable = true; + importer.SaveAndReimport(); +#endif + } + + string subPath; + private void SetNewNormalTexture3() + { +#if UNITY_EDITOR + Texture2D normalM = null; + if (isSpriteRenderer) normalM = CreateNormalMap(normalMapSr.sprite.texture, normalStrength, normalSmoothing); + else normalM = CreateNormalMap(mainTex2D, normalStrength, normalSmoothing); + + byte[] bytes = normalM.EncodeToPNG(); + + path += gameObject.name; + subPath = path + ".png"; + string dataPath = Application.dataPath; + dataPath = dataPath.Replace("/Assets", "/"); + string fullPath = dataPath + subPath; + + File.WriteAllBytes(fullPath, bytes); + AssetDatabase.ImportAsset(subPath); + AssetDatabase.Refresh(); + DestroyImmediate(normalM); +#endif + } + + private void SetNewNormalTexture4() + { +#if UNITY_EDITOR + importer = AssetImporter.GetAtPath(subPath) as TextureImporter; + importer.filterMode = FilterMode.Bilinear; + importer.textureType = TextureImporterType.NormalMap; + importer.wrapMode = TextureWrapMode.Repeat; + importer.SaveAndReimport(); + + if (currMaterial == null) + { + FindCurrMaterial(); + if (currMaterial == null) + { + MissingRenderer(); + return; + } + } + Texture2D normalTex = (Texture2D)AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture2D)); + currMaterial.SetTexture("_NormalMap", normalTex); + + Debug.Log("Normal texture saved to: " + subPath); + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture))); + + computingNormal = false; +#endif + } + + private Texture2D CreateNormalMap(Texture2D t, float normalMult = 5f, int normalSmooth = 0) + { + Color[] pixels = new Color[t.width * t.height]; + Texture2D texNormal = new Texture2D(t.width, t.height, TextureFormat.RGB24, false, false); + Vector3 vScale = new Vector3(0.3333f, 0.3333f, 0.3333f); + + for (int y = 0; y < t.height; y++) + { + for (int x = 0; x < t.width; x++) + { + Color tc = t.GetPixel(x - 1, y - 1); + Vector3 cSampleNegXNegY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x, y - 1); + Vector3 cSampleZerXNegY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x + 1, y - 1); + Vector3 cSamplePosXNegY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x - 1, y); + Vector3 cSampleNegXZerY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x + 1, y); + Vector3 cSamplePosXZerY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x - 1, y + 1); + Vector3 cSampleNegXPosY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x, y + 1); + Vector3 cSampleZerXPosY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x + 1, y + 1); + Vector3 cSamplePosXPosY = new Vector3(tc.r, tc.g, tc.g); + float fSampleNegXNegY = Vector3.Dot(cSampleNegXNegY, vScale); + float fSampleZerXNegY = Vector3.Dot(cSampleZerXNegY, vScale); + float fSamplePosXNegY = Vector3.Dot(cSamplePosXNegY, vScale); + float fSampleNegXZerY = Vector3.Dot(cSampleNegXZerY, vScale); + float fSamplePosXZerY = Vector3.Dot(cSamplePosXZerY, vScale); + float fSampleNegXPosY = Vector3.Dot(cSampleNegXPosY, vScale); + float fSampleZerXPosY = Vector3.Dot(cSampleZerXPosY, vScale); + float fSamplePosXPosY = Vector3.Dot(cSamplePosXPosY, vScale); + float edgeX = (fSampleNegXNegY - fSamplePosXNegY) * 0.25f + (fSampleNegXZerY - fSamplePosXZerY) * 0.5f + (fSampleNegXPosY - fSamplePosXPosY) * 0.25f; + float edgeY = (fSampleNegXNegY - fSampleNegXPosY) * 0.25f + (fSampleZerXNegY - fSampleZerXPosY) * 0.5f + (fSamplePosXNegY - fSamplePosXPosY) * 0.25f; + Vector2 vEdge = new Vector2(edgeX, edgeY) * normalMult; + Vector3 norm = new Vector3(vEdge.x, vEdge.y, 1.0f).normalized; + Color c = new Color(norm.x * 0.5f + 0.5f, norm.y * 0.5f + 0.5f, norm.z * 0.5f + 0.5f, 1); + pixels[x + y * t.width] = c; + } + } + + if (normalSmooth > 0f) + { + float step = 0.00390625f * normalSmooth; + for (int y = 0; y < t.height; y++) + { + for (int x = 0; x < t.width; x++) + { + float pixelsToAverage = 0.0f; + Color c = pixels[(x + 0) + ((y + 0) * t.width)]; + pixelsToAverage++; + if (x - normalSmooth > 0) + { + if (y - normalSmooth > 0) + { + c += pixels[(x - normalSmooth) + ((y - normalSmooth) * t.width)]; + pixelsToAverage++; + } + c += pixels[(x - normalSmooth) + ((y + 0) * t.width)]; + pixelsToAverage++; + if (y + normalSmooth < t.height) + { + c += pixels[(x - normalSmooth) + ((y + normalSmooth) * t.width)]; + pixelsToAverage++; + } + } + if (y - normalSmooth > 0) + { + c += pixels[(x + 0) + ((y - normalSmooth) * t.width)]; + pixelsToAverage++; + } + if (y + normalSmooth < t.height) + { + c += pixels[(x + 0) + ((y + normalSmooth) * t.width)]; + pixelsToAverage++; + } + if (x + normalSmooth < t.width) + { + if (y - normalSmooth > 0) + { + c += pixels[(x + normalSmooth) + ((y - normalSmooth) * t.width)]; + pixelsToAverage++; + } + c += pixels[(x + normalSmooth) + ((y + 0) * t.width)]; + pixelsToAverage++; + if (y + normalSmooth < t.height) + { + c += pixels[(x + normalSmooth) + ((y + normalSmooth) * t.width)]; + pixelsToAverage++; + } + } + pixels[x + y * t.width] = c / pixelsToAverage; + } + } + } + + texNormal.SetPixels(pixels); + texNormal.Apply(); + return texNormal; + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Scripts/AllIn1Shader.cs.meta b/Assets/AllIn1SpriteShader/Scripts/AllIn1Shader.cs.meta new file mode 100644 index 0000000..f767b7a --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/AllIn1Shader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ee158225ee1e59f4791627785501d950 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs b/Assets/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs new file mode 100644 index 0000000..ca74abb --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs @@ -0,0 +1,545 @@ +#if UNITY_EDITOR +using System.IO; +using UnityEditor; +using UnityEngine; + +namespace AllIn1SpriteShader +{ + public class AllIn1ShaderWindow : EditorWindow + { + private const string versionString = "3.4"; + [MenuItem("Window/AllIn1ShaderWindow")] + public static void ShowAllIn1ShaderWindowWindow() + { + GetWindow("All In 1 Shader Window"); + } + + public static readonly string materialsSavesPath = "Assets/AllIn1SpriteShader/Materials"; + public static readonly string renderImagesSavesPath = "Assets/AllIn1SpriteShader/Textures"; + public static readonly string normalMapSavesPath = "Assets/AllIn1SpriteShader/Textures/NormalMaps"; + public static readonly string gradientSavesPath = "Assets/AllIn1SpriteShader/Textures/GradientTextures"; + + public Vector2 scrollPosition = Vector2.zero; + + private DefaultAsset materialTargetFolder = null; + private GUIStyle style, bigLabel = new GUIStyle(), titleStyle = new GUIStyle(); + private const int bigFontSize = 16; + + enum ShaderTypes + { + Default, + ScaledTime, + MaskedUI, + Urp2dRenderer + } + ShaderTypes shaderTypes = ShaderTypes.Default; + bool showUrpWarning = false; + double warningTime = 0f; + + private Texture2D targetNormalImage; + private float normalStrength = 5f; + private int normalSmoothing = 1; + private int isComputingNormals = 0; + + private enum TextureSizes + { + _2 = 2, + _4 = 4, + _8 = 8, + _16 = 16, + _32 = 32, + _64 = 64, + _128 = 128, + _256 = 256, + _512 = 512, + _1024 = 1024, + _2048 = 2048 + } + private TextureSizes textureSizes = TextureSizes._128; + [SerializeField] private Gradient gradient = new Gradient(); + private FilterMode gradientFiltering = FilterMode.Bilinear; + + private enum ImageType + { + ShowImage, + HideInComponent, + HideEverywhere + } + private ImageType imageType; + + private void OnGUI() + { + style = new GUIStyle(EditorStyles.helpBox); + style.margin = new RectOffset(0, 0, 0, 0); + bigLabel = new GUIStyle(EditorStyles.boldLabel); + bigLabel.fontSize = bigFontSize; + titleStyle.alignment = TextAnchor.MiddleLeft; + + using (var scrollView = new EditorGUILayout.ScrollViewScope(scrollPosition, GUILayout.Width(position.width), GUILayout.Height(position.height))) + { + scrollPosition = scrollView.scrollPosition; + + ShowImageAndSetImageEditorPref(); + + ShowAssetImageOptionsToggle(); + + DefaultAssetShader(); + + DrawLine(Color.grey, 1, 3); + GUILayout.Label("Material Save Path", bigLabel); + GUILayout.Space(20); + GUILayout.Label("Select the folder where new Materials will be saved when the Save Material To Folder button of the asset component is pressed", EditorStyles.boldLabel); + HandleSaveFolderEditorPref("All1ShaderMaterials", materialsSavesPath, "Material"); + + DrawLine(Color.grey, 1, 3); + GUILayout.Label("Render Material to Image Save Path", bigLabel); + GUILayout.Space(20); + EditorGUILayout.BeginHorizontal(); + { + float scaleSlider = 1; + if (PlayerPrefs.HasKey("All1ShaderRenderImagesScale")) scaleSlider = PlayerPrefs.GetFloat("All1ShaderRenderImagesScale"); + GUILayout.Label("Rendered Image Texture Scale", GUILayout.MaxWidth(190)); + scaleSlider = EditorGUILayout.Slider(scaleSlider, 0.2f, 5f, GUILayout.MaxWidth(200)); + if (GUILayout.Button("Default Value", GUILayout.MaxWidth(100))) PlayerPrefs.SetFloat("All1ShaderRenderImagesScale", 1f); + else PlayerPrefs.SetFloat("All1ShaderRenderImagesScale", scaleSlider); + } + EditorGUILayout.EndVertical(); + GUILayout.Label("Select the folder where new Images will be saved when the Render Material To Image button of the asset component is pressed", EditorStyles.boldLabel); + HandleSaveFolderEditorPref("All1ShaderRenderImages", renderImagesSavesPath, "Images"); + + DrawLine(Color.grey, 1, 3); + NormalMapCreator(); + + DrawLine(Color.grey, 1, 3); + GradientCreator(); + + GUILayout.Space(10); + DrawLine(Color.grey, 1, 3); + GUILayout.Label("Current asset version is " + versionString, EditorStyles.boldLabel); + } + } + + private void ShowImageAndSetImageEditorPref() + { + if(!EditorPrefs.HasKey("allIn1ImageConfig")) + { + EditorPrefs.SetInt("allIn1ImageConfig", (int) ImageType.ShowImage); + } + + imageType = (ImageType) EditorPrefs.GetInt("allIn1ImageConfig"); + if(imageType == ImageType.HideEverywhere) return; + Texture2D imageInspector = null; + switch(imageType) + { + case ImageType.ShowImage: + { + imageInspector = + (Texture2D) AssetDatabase.LoadAssetAtPath("Assets/AllIn1SpriteShader/Textures/CustomEditorImage.png", + typeof(Texture2D)); + break; + } + case ImageType.HideInComponent: + imageInspector = + (Texture2D) AssetDatabase.LoadAssetAtPath("Assets/AllIn1SpriteShader/Textures/CustomEditorImage.png", + typeof(Texture2D)); + break; + } + + if(imageInspector) + { + //Label title image to the right + Rect rect = EditorGUILayout.GetControlRect(false, 5, titleStyle); + GUILayout.Label(imageInspector, titleStyle, GUILayout.Height(50)); + + //Centered title image + //Rect rect = EditorGUILayout.GetControlRect(GUILayout.Height(50)); + //GUI.DrawTexture(rect, imageInspector, ScaleMode.ScaleToFit, true); + } + DrawLine(Color.grey, 1, 3); + } + + private void ShowAssetImageOptionsToggle() + { + GUILayout.Label("Asset Image Display Options", bigLabel); + GUILayout.Space(20); + + int previousImageType = (int) imageType; + imageType = (ImageType) EditorGUILayout.EnumPopup(imageType, GUILayout.MaxWidth(200)); + if((int) imageType != previousImageType) EditorPrefs.SetInt("allIn1ImageConfig", (int) imageType); + + DrawLine(Color.grey, 1, 3); + } + + private void DefaultAssetShader() + { + GUILayout.Label("Default Asset Shader", bigLabel); + GUILayout.Space(20); + GUILayout.Label("This is the shader variant that will be assinged by default to Sprites and UI Images when the asset component is added", EditorStyles.boldLabel); + + bool isUrp = false; + Shader temp = Resources.Load("AllIn1Urp2dRenderer", typeof(Shader)) as Shader; + if (temp != null) isUrp = true; + + shaderTypes = (ShaderTypes)PlayerPrefs.GetInt("allIn1DefaultShader"); + int previousShaderType = (int)shaderTypes; + shaderTypes = (ShaderTypes)EditorGUILayout.EnumPopup(shaderTypes, GUILayout.MaxWidth(200)); + + if (previousShaderType != (int)shaderTypes) + { + if (!isUrp && shaderTypes == ShaderTypes.Urp2dRenderer) + { + showUrpWarning = true; + warningTime = EditorApplication.timeSinceStartup + 5; + } + else + { + PlayerPrefs.SetInt("allIn1DefaultShader", (int)shaderTypes); + showUrpWarning = false; + } + } + + if (warningTime < EditorApplication.timeSinceStartup) showUrpWarning = false; + if (isUrp) showUrpWarning = false; + if (!isUrp && !showUrpWarning && shaderTypes == ShaderTypes.Urp2dRenderer) + { + showUrpWarning = true; + warningTime = EditorApplication.timeSinceStartup + 5; + shaderTypes = ShaderTypes.Default; + PlayerPrefs.SetInt("allIn1DefaultShader", (int)shaderTypes); + } + + if (showUrpWarning) EditorGUILayout.HelpBox( + "You can't set the URP 2D Renderer variant since you didn't import the URP package available in the asset root folder (SEE DOCUMENTATION)", + MessageType.Error, + true); + } + + private void NormalMapCreator() + { + GUILayout.Label("Normal Map Creator", bigLabel); + + GUILayout.Space(20); + GUILayout.Label("Select the folder where new Normal Maps will be saved when the Create Normal Map button of the asset component is pressed (URP only)", EditorStyles.boldLabel); + HandleSaveFolderEditorPref("All1ShaderNormals", normalMapSavesPath, "Normal Maps"); + + GUILayout.Space(20); + GUILayout.Label("Assign a sprite you want to create a normal map from. Choose the normal map settings and press the 'Create And Save Normal Map' button", EditorStyles.boldLabel); + targetNormalImage = (Texture2D)EditorGUILayout.ObjectField("Target Image", targetNormalImage, typeof(Texture2D), false, GUILayout.MaxWidth(225)); + + EditorGUILayout.BeginHorizontal(); + { + GUILayout.Label("Normal Strength:", GUILayout.MaxWidth(150)); + normalStrength = EditorGUILayout.Slider(normalStrength, 1f, 20f, GUILayout.MaxWidth(400)); + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + { + GUILayout.Label("Normal Smoothing:", GUILayout.MaxWidth(150)); + normalSmoothing = EditorGUILayout.IntSlider(normalSmoothing, 0, 3, GUILayout.MaxWidth(400)); + } + EditorGUILayout.EndHorizontal(); + + if (isComputingNormals == 0) + { + if (targetNormalImage != null) + { + if (GUILayout.Button("Create And Save Normal Map")) + { + isComputingNormals = 1; + return; + } + } + else + { + GUILayout.Label("Add a Target Image to use this feature", EditorStyles.boldLabel); + } + } + else + { + GUILayout.Label("Normal Map is currently being created, be patient", EditorStyles.boldLabel, GUILayout.Height(40)); + Repaint(); + isComputingNormals++; + if (isComputingNormals > 5) + { + string assetPath = AssetDatabase.GetAssetPath(targetNormalImage); + var tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter; + if (tImporter != null) + { + tImporter.isReadable = true; + tImporter.SaveAndReimport(); + } + + Texture2D normalToSave = CreateNormalMap(targetNormalImage, normalStrength, normalSmoothing); + + string prefSavedPath = PlayerPrefs.GetString("All1ShaderNormals") + "/"; + string path = prefSavedPath + "NormalMap.png"; + if(System.IO.File.Exists(path)) path = GetNewValidPath(path); + string texName = path.Replace(prefSavedPath, ""); + + path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png"); + if (path.Length != 0) + { + byte[] pngData = normalToSave.EncodeToPNG(); + if (pngData != null) File.WriteAllBytes(path, pngData); + AssetDatabase.Refresh(); + + if (path.IndexOf("Assets/") >= 0) + { + string subPath = path.Substring(path.IndexOf("Assets/")); + TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter; + if (importer != null) + { + Debug.Log("Normal Map saved inside the project: " + subPath); + importer.filterMode = FilterMode.Bilinear; + importer.textureType = TextureImporterType.NormalMap; + importer.wrapMode = TextureWrapMode.Repeat; + importer.SaveAndReimport(); + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture))); + } + } + else Debug.Log("Normal Map saved outside the project: " + path); + } + isComputingNormals = 0; + } + } + GUILayout.Label("*This process will freeze the editor for some seconds, larger images will take longer", EditorStyles.boldLabel); + } + + private void HandleSaveFolderEditorPref(string keyName, string defaultPath, string logsFeatureName) + { + if (!PlayerPrefs.HasKey(keyName)) PlayerPrefs.SetString(keyName, defaultPath); + materialTargetFolder = (DefaultAsset)AssetDatabase.LoadAssetAtPath(PlayerPrefs.GetString(keyName), typeof(DefaultAsset)); + if (materialTargetFolder == null) + { + PlayerPrefs.SetString(keyName, defaultPath); + materialTargetFolder = (DefaultAsset)AssetDatabase.LoadAssetAtPath(PlayerPrefs.GetString(keyName), typeof(DefaultAsset)); + if (materialTargetFolder == null) + { + materialTargetFolder = (DefaultAsset)AssetDatabase.LoadAssetAtPath("Assets/", typeof(DefaultAsset)); + if (materialTargetFolder == null) Debug.LogError("The desired save folder doesn't exist. Go to Window -> AllIn1ShaderWindow and set a valid folder"); + else PlayerPrefs.SetString("Assets/", defaultPath); + } + } + materialTargetFolder = (DefaultAsset)EditorGUILayout.ObjectField("New " + logsFeatureName + " Folder", materialTargetFolder, typeof(DefaultAsset), false); + + if (materialTargetFolder != null && IsAssetAFolder(materialTargetFolder)) + { + string path = AssetDatabase.GetAssetPath(materialTargetFolder); + PlayerPrefs.SetString(keyName, path); + EditorGUILayout.HelpBox("Valid folder! " + logsFeatureName + " save path: " + path, MessageType.Info, true); + } + else EditorGUILayout.HelpBox("Select the new " + logsFeatureName + " Folder", MessageType.Warning, true); + } + + private void GradientCreator() + { + GUILayout.Label("Gradient Creator", bigLabel); + GUILayout.Space(20); + GUILayout.Label("This feature can be used to create textures for the Color Ramp Effect", EditorStyles.boldLabel); + + EditorGUILayout.GradientField("Gradient", gradient, GUILayout.Height(25)); + + EditorGUILayout.BeginHorizontal(); + { + GUILayout.Label("Texture Size:", GUILayout.MaxWidth(145)); + textureSizes = (TextureSizes)EditorGUILayout.EnumPopup(textureSizes, GUILayout.MaxWidth(200)); + } + EditorGUILayout.EndHorizontal(); + + int textureSize = (int)textureSizes; + Texture2D gradTex = new Texture2D(textureSize, 1, TextureFormat.RGBA32, false); + for (int i = 0; i < textureSize; i++) gradTex.SetPixel(i, 0, gradient.Evaluate((float)i / (float)textureSize)); + gradTex.Apply(); + + GUILayout.Space(20); + GUILayout.Label("Select the folder where new Gradient Textures will be saved", EditorStyles.boldLabel); + HandleSaveFolderEditorPref("All1ShaderGradients", gradientSavesPath, "Gradient"); + + string prefSavedPath = PlayerPrefs.GetString("All1ShaderGradients") + "/"; + if (Directory.Exists(prefSavedPath)) + { + EditorGUILayout.BeginHorizontal(); + { + GUILayout.Label("Gradient Texture Filtering: ", GUILayout.MaxWidth(170)); + gradientFiltering = (FilterMode)EditorGUILayout.EnumPopup(gradientFiltering, GUILayout.MaxWidth(200)); + } + EditorGUILayout.EndHorizontal(); + + if (GUILayout.Button("Save Gradient Texture")) + { + string path = prefSavedPath + "ColorGradient.png"; + if(System.IO.File.Exists(path)) path = GetNewValidPath(path); + string texName = path.Replace(prefSavedPath, ""); + + path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png"); + if (path.Length != 0) + { + byte[] pngData = gradTex.EncodeToPNG(); + if (pngData != null) File.WriteAllBytes(path, pngData); + AssetDatabase.Refresh(); + + if (path.IndexOf("Assets/") >= 0) + { + string subPath = path.Substring(path.IndexOf("Assets/")); + TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter; + if (importer != null) + { + Debug.Log("Gradient saved inside the project: " + subPath); + importer.filterMode = gradientFiltering; + importer.SaveAndReimport(); + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture))); + } + } + else Debug.Log("Gradient saved outside the project: " + path); + } + } + } + } + + private static bool IsAssetAFolder(Object obj) + { + string path = ""; + + if (obj == null) return false; + + path = AssetDatabase.GetAssetPath(obj.GetInstanceID()); + + if (path.Length > 0) + { + if (Directory.Exists(path)) return true; + else return false; + } + return false; + } + + private string GetNewValidPath(string path, int i = 1) + { + int number = i; + path = path.Replace(".png", ""); + string newPath = path + "_" + number.ToString(); + string fullPath = newPath + ".png"; + if(System.IO.File.Exists(fullPath)) + { + number++; + fullPath = GetNewValidPath(path, number); + } + + return fullPath; + } + + private void DrawLine(Color color, int thickness = 2, int padding = 10) + { + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += (padding / 2); + r.x -= 2; + r.width += 6; + EditorGUI.DrawRect(r, color); + } + + private Texture2D CreateNormalMap(Texture2D t, float normalMult = 5f, int normalSmooth = 0) + { + Color[] pixels = new Color[t.width * t.height]; + Texture2D texNormal = new Texture2D(t.width, t.height, TextureFormat.RGB24, false, false); + Vector3 vScale = new Vector3(0.3333f, 0.3333f, 0.3333f); + + for (int y = 0; y < t.height; y++) + { + for (int x = 0; x < t.width; x++) + { + Color tc = t.GetPixel(x - 1, y - 1); + Vector3 cSampleNegXNegY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x, y - 1); + Vector3 cSampleZerXNegY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x + 1, y - 1); + Vector3 cSamplePosXNegY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x - 1, y); + Vector3 cSampleNegXZerY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x + 1, y); + Vector3 cSamplePosXZerY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x - 1, y + 1); + Vector3 cSampleNegXPosY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x, y + 1); + Vector3 cSampleZerXPosY = new Vector3(tc.r, tc.g, tc.g); + tc = t.GetPixel(x + 1, y + 1); + Vector3 cSamplePosXPosY = new Vector3(tc.r, tc.g, tc.g); + float fSampleNegXNegY = Vector3.Dot(cSampleNegXNegY, vScale); + float fSampleZerXNegY = Vector3.Dot(cSampleZerXNegY, vScale); + float fSamplePosXNegY = Vector3.Dot(cSamplePosXNegY, vScale); + float fSampleNegXZerY = Vector3.Dot(cSampleNegXZerY, vScale); + float fSamplePosXZerY = Vector3.Dot(cSamplePosXZerY, vScale); + float fSampleNegXPosY = Vector3.Dot(cSampleNegXPosY, vScale); + float fSampleZerXPosY = Vector3.Dot(cSampleZerXPosY, vScale); + float fSamplePosXPosY = Vector3.Dot(cSamplePosXPosY, vScale); + float edgeX = (fSampleNegXNegY - fSamplePosXNegY) * 0.25f + (fSampleNegXZerY - fSamplePosXZerY) * 0.5f + (fSampleNegXPosY - fSamplePosXPosY) * 0.25f; + float edgeY = (fSampleNegXNegY - fSampleNegXPosY) * 0.25f + (fSampleZerXNegY - fSampleZerXPosY) * 0.5f + (fSamplePosXNegY - fSamplePosXPosY) * 0.25f; + Vector2 vEdge = new Vector2(edgeX, edgeY) * normalMult; + Vector3 norm = new Vector3(vEdge.x, vEdge.y, 1.0f).normalized; + Color c = new Color(norm.x * 0.5f + 0.5f, norm.y * 0.5f + 0.5f, norm.z * 0.5f + 0.5f, 1); + pixels[x + y * t.width] = c; + } + } + + if (normalSmooth > 0f) + { + float step = 0.00390625f * normalSmooth; + for (int y = 0; y < t.height; y++) + { + for (int x = 0; x < t.width; x++) + { + float pixelsToAverage = 0.0f; + Color c = pixels[(x + 0) + ((y + 0) * t.width)]; + pixelsToAverage++; + if (x - normalSmooth > 0) + { + if (y - normalSmooth > 0) + { + c += pixels[(x - normalSmooth) + ((y - normalSmooth) * t.width)]; + pixelsToAverage++; + } + c += pixels[(x - normalSmooth) + ((y + 0) * t.width)]; + pixelsToAverage++; + if (y + normalSmooth < t.height) + { + c += pixels[(x - normalSmooth) + ((y + normalSmooth) * t.width)]; + pixelsToAverage++; + } + } + if (y - normalSmooth > 0) + { + c += pixels[(x + 0) + ((y - normalSmooth) * t.width)]; + pixelsToAverage++; + } + if (y + normalSmooth < t.height) + { + c += pixels[(x + 0) + ((y + normalSmooth) * t.width)]; + pixelsToAverage++; + } + if (x + normalSmooth < t.width) + { + if (y - normalSmooth > 0) + { + c += pixels[(x + normalSmooth) + ((y - normalSmooth) * t.width)]; + pixelsToAverage++; + } + c += pixels[(x + normalSmooth) + ((y + 0) * t.width)]; + pixelsToAverage++; + if (y + normalSmooth < t.height) + { + c += pixels[(x + normalSmooth) + ((y + normalSmooth) * t.width)]; + pixelsToAverage++; + } + } + pixels[x + y * t.width] = c / pixelsToAverage; + } + } + } + + texNormal.SetPixels(pixels); + texNormal.Apply(); + return texNormal; + } + } +} +#endif \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs.meta b/Assets/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs.meta new file mode 100644 index 0000000..fd13786 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b642652081667ab4fad9f2579fec0e51 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Scripts/RandomSeed.cs b/Assets/AllIn1SpriteShader/Scripts/RandomSeed.cs new file mode 100644 index 0000000..7296a93 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/RandomSeed.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using UnityEngine.UI; + +namespace AllIn1SpriteShader +{ + public class RandomSeed : MonoBehaviour + { + //If you want to randomize UI Images, you'll need to create different materials + void Start() + { + Renderer sr = GetComponent(); + if (sr != null) + { + if (sr.material != null) + { + sr.material.SetFloat("_RandomSeed", Random.Range(0, 1000f)); + } + else Debug.LogError("Missing Renderer or Material: " + gameObject.name); + } + else + { + Image i = GetComponent(); + if (i != null) + { + if (i.material != null) + { + i.material.SetFloat("_RandomSeed", Random.Range(0, 1000f)); + } + else Debug.LogError("Missing Material on UI Image: " + gameObject.name); + } + else Debug.LogError("Missing Renderer or UI Image on: " + gameObject.name); + } + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Scripts/RandomSeed.cs.meta b/Assets/AllIn1SpriteShader/Scripts/RandomSeed.cs.meta new file mode 100644 index 0000000..a77b08e --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/RandomSeed.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6078fd4d3c5bd6f4087f8869458662dd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs b/Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs new file mode 100644 index 0000000..d538ce7 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs @@ -0,0 +1,159 @@ +using UnityEngine; +using UnityEngine.UI; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace AllIn1SpriteShader +{ + [ExecuteInEditMode] + public class SetAtlasUvs : MonoBehaviour + { + [SerializeField] private bool updateEveryFrame = false; + private Renderer render; + private SpriteRenderer spriteRender; + private Image uiImage; + private bool isUI = false; + private readonly int minXuv = Shader.PropertyToID("_MinXUV"); + private readonly int maxXuv = Shader.PropertyToID("_MaxXUV"); + private readonly int minYuv = Shader.PropertyToID("_MinYUV"); + private readonly int maxYuv = Shader.PropertyToID("_MaxYUV"); + + private void Start() + { + Setup(); + } + + private void Reset() + { + Setup(); + } + + private void Setup() + { + if (GetRendererReferencesIfNeeded()) GetAndSetUVs(); + if (!updateEveryFrame && Application.isPlaying && this != null) this.enabled = false; + } + + private void OnWillRenderObject() + { + if (updateEveryFrame) + { + GetAndSetUVs(); + } + } + + public void GetAndSetUVs() + { + if (!GetRendererReferencesIfNeeded()) return; + + if (!isUI) + { + Sprite sprite = spriteRender.sprite; + Rect r = sprite.textureRect; + r.x /= sprite.texture.width; + r.width /= sprite.texture.width; + r.y /= sprite.texture.height; + r.height /= sprite.texture.height; + + render.sharedMaterial.SetFloat(minXuv, r.xMin); + render.sharedMaterial.SetFloat(maxXuv, r.xMax); + render.sharedMaterial.SetFloat(minYuv, r.yMin); + render.sharedMaterial.SetFloat(maxYuv, r.yMax); + } + else + { + Rect r = uiImage.sprite.textureRect; + r.x /= uiImage.sprite.texture.width; + r.width /= uiImage.sprite.texture.width; + r.y /= uiImage.sprite.texture.height; + r.height /= uiImage.sprite.texture.height; + + uiImage.material.SetFloat(minXuv, r.xMin); + uiImage.material.SetFloat(maxXuv, r.xMax); + uiImage.material.SetFloat(minYuv, r.yMin); + uiImage.material.SetFloat(maxYuv, r.yMax); + } + } + + public void ResetAtlasUvs() + { + if (!GetRendererReferencesIfNeeded()) return; + + if (!isUI) + { + render.sharedMaterial.SetFloat(minXuv, 0f); + render.sharedMaterial.SetFloat(maxXuv, 1f); + render.sharedMaterial.SetFloat(minYuv, 0f); + render.sharedMaterial.SetFloat(maxYuv, 1f); + } + else + { + uiImage.material.SetFloat(minXuv, 0f); + uiImage.material.SetFloat(maxXuv, 1f); + uiImage.material.SetFloat(minYuv, 0f); + uiImage.material.SetFloat(maxYuv, 1f); + } + } + + public void UpdateEveryFrame(bool everyFrame) + { + updateEveryFrame = everyFrame; + } + + private bool GetRendererReferencesIfNeeded() + { + if (spriteRender == null) spriteRender = GetComponent(); + if (spriteRender != null) + { + if (spriteRender.sprite == null) + { + #if UNITY_EDITOR + EditorUtility.DisplayDialog("No sprite found", "The object: " + gameObject.name + ",has Sprite Renderer but no sprite", "Ok"); + #endif + DestroyImmediate(this); + return false; + } + if (render == null) render = GetComponent(); + isUI = false; + } + else + { + if (uiImage == null) + { + uiImage = GetComponent(); + if (uiImage != null) + { + #if UNITY_EDITOR + Debug.Log("You added the SetAtlasUv component to: " + gameObject.name + " that has a UI Image\n " + + "This SetAtlasUV component will only work properly on UI Images if each Image has a DIFFERENT material instance (See Documentation Sprite Atlases section for more info)"); + #endif + } + else + { + #if UNITY_EDITOR + EditorUtility.DisplayDialog("No Valid Renderer Component Found", "Looks like you have no Sprite Renderer or UI Image on: '" + + gameObject.name + "'\n This SetAtlasUV component will now get destroyed", "Ok"); + #endif + DestroyImmediate(this); + return false; + } + } + if (render == null) render = GetComponent(); + isUI = true; + } + + if (spriteRender == null && uiImage == null) + { + #if UNITY_EDITOR + EditorUtility.DisplayDialog("No Sprite Renderer", "Looks like you are missing a Sprite Renderer on: '" + + gameObject.name + "'\n SetAtlasUvs only works with Sprite Renderers since it needs a 'sharedMaterial' property that UI images lack." + + " This SetAtlasUV component will now get destroyed", "Ok"); + #endif + DestroyImmediate(this); + return false; + } + return true; + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs.meta b/Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs.meta new file mode 100644 index 0000000..7cd25f9 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1625263d85e5d554284989eb9052e863 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeNew.cs b/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeNew.cs new file mode 100644 index 0000000..a8ea13a --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeNew.cs @@ -0,0 +1,26 @@ +using UnityEngine; + +namespace AllIn1SpriteShader +{ + //This script is made with Unity version 2019 and onward in mind + //If you are in Unity 2018 or previous you probably want to use SetGlobalTimeUnity2018.cs instead + + //This script will pass in the Unscaled Time to the shader to animate the effects even when the game is paused + //Set shaders to Scaled Time variant and add this script to an active GameObject to see the results + //Video tutorial about it: https://youtu.be/7_BggIufV-w + [ExecuteInEditMode] + public class SetGlobalTimeNew : MonoBehaviour + { + int globalTime; + + void Start() + { + globalTime = Shader.PropertyToID("globalUnscaledTime"); + } + + void Update() + { + Shader.SetGlobalFloat(globalTime, Time.unscaledTime / 20f); + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeNew.cs.meta b/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeNew.cs.meta new file mode 100644 index 0000000..eabf358 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeNew.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c6c0770c7b77d3f45ab8c8d42b794c51 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeUnity2018.cs b/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeUnity2018.cs new file mode 100644 index 0000000..31578f5 --- /dev/null +++ b/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeUnity2018.cs @@ -0,0 +1,26 @@ +using UnityEngine; + +namespace AllIn1SpriteShader +{ + //This script is made with Unity version 2018 and previous ones in mind + //If you are in Unity 2019 or onward you probably want to use SetGlobalTimeNew.cs instead + + //This script will pass in the Scaled Time to the shader so the effects stop being animated when the game is paused + //Set shaders to Scaled Time variant and add this script to an active GameObject to see the results + //Video tutorial about it: https://youtu.be/7_BggIufV-w + [ExecuteInEditMode] + public class SetGlobalTimeUnity2018 : MonoBehaviour + { + int globalTime; + + void Start() + { + globalTime = Shader.PropertyToID("globalUnscaledTime"); + } + + void Update() + { + Shader.SetGlobalFloat(globalTime, Time.time / 20f); + } + } +} \ No newline at end of file diff --git a/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeUnity2018.cs.meta b/Assets/AllIn1SpriteShader/Scripts/SetGlobalTimeUnity2018.cs.meta new file mode 100644 index 0000000..42caa74 --- 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b/Assets/VFX/ScrollingLineMaterial..mat index 20dcef8..9e5e4b6 100644 --- a/Assets/VFX/ScrollingLineMaterial..mat +++ b/Assets/VFX/ScrollingLineMaterial..mat @@ -8,10 +8,11 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: ScrollingLineMaterial. - m_Shader: {fileID: 4800000, guid: 05686b96e6140824aaa8a5a993e01e93, type: 3} + m_Shader: {fileID: 4800000, guid: a36b7719ff0465b42ab1407d67672c5f, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: [] + m_ValidKeywords: + - TEXTURESCROLL_ON m_InvalidKeywords: - _SURFACE_TYPE_TRANSPARENT m_LightmapFlags: 4 @@ -30,29 +31,231 @@ Material: m_Texture: {fileID: 2800000, guid: 09aebc1469fdd064baac1bb748179611, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _ColorRampTex: + m_Texture: {fileID: 2800000, guid: 279657edc397ece4b8029c727adf6ddc, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ColorRampTexGradient: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + 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_ColorSwapGreenLuminosity: 0.5 + - _ColorSwapRedLuminosity: 0.5 + - _Contrast: 1 - _Cull: 2 + - _CullingOption: 0 - _Cutoff: 0.5 + - _DistortAmount: 0.5 + - _DistortTexXSpeed: 5 + - _DistortTexYSpeed: 5 - _DstBlend: 10 - _DstBlendAlpha: 10 + - _EditorDrawers: 6 + - _FadeAmount: -0.1 + - _FadeBurnGlow: 2 + - _FadeBurnTransition: 0.075 + - _FadeBurnWidth: 0.025 + - _FishEyeUvAmount: 0.35 + - _FlickerAlpha: 0 + - _FlickerFreq: 0.2 + - _FlickerPercent: 0.05 + - _GhostBlend: 1 + - _GhostColorBoost: 1 + - _GhostTransparency: 0 + - _GlitchAmount: 3 + - _GlitchSize: 1 + - _Glow: 10 + - _GlowGlobal: 1 + - _GradBlend: 1 + - _GradBoostX: 1.2 + - _GradBoostY: 1.2 + - _GradIsRadial: 0 + - _GrassManualAnim: 1 + - _GrassManualToggle: 0 + - _GrassRadialBend: 0.1 + - _GrassSpeed: 2 + - _GrassWind: 20 + - _GreyscaleBlend: 1 + - _GreyscaleLuminosity: 0 + - _GreyscaleOutline: 0 + - _HandDrawnAmount: 10 + - _HandDrawnSpeed: 5 + - _HitEffectBlend: 1 + - _HitEffectGlow: 5 + - _HologramBlend: 1 + - 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b/Assets/VFX/ScrollingLineShader.shader index 7f23987..b17f6a4 100644 --- a/Assets/VFX/ScrollingLineShader.shader +++ b/Assets/VFX/ScrollingLineShader.shader @@ -1,3 +1,4 @@ + Shader "Custom/ScrollingLine" { Properties diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index ad9fd7e..4355a7b 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -579,6 +579,9 @@ PlayerSettings: - m_BuildTarget: WebGLSupport m_APIs: 0b000000 m_Automatic: 1 + - m_BuildTarget: WindowsStandaloneSupport + m_APIs: 02000000 + m_Automatic: 0 m_BuildTargetVRSettings: - m_BuildTarget: Standalone m_Enabled: 0