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127 lines
3.0 KiB
Plaintext
127 lines
3.0 KiB
Plaintext
2 months ago
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//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/CompressionTintAdditive"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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Compression_Value("Compression_Value", Range(1, 16)) = 9.285
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Tint_Color("Tint_Color", COLOR) = (0,0.647059,1,1)
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_ColorMask("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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ZWrite Off Blend SrcAlpha One Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile _ PIXELSNAP_ON
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#include "UnityCG.cginc"
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struct appdata_t{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _SpriteFade;
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float Compression_Value;
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float4 Tint_Color;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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float CMPFXrng2(float2 seed)
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{
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return frac(sin(dot(seed * floor(50 + (_Time + 0.1) * 12.), float2(127.1, 311.7))) * 43758.5453123);
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}
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float CMPFXrng(float seed)
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{
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return CMPFXrng2(float2(seed, 1.0));
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}
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float4 CompressionFX(float2 uv, sampler2D source,float Value)
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{
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float2 blockS = floor(uv * float2(24., 19.))*4.0;
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float2 blockL = floor(uv * float2(38., 14.))*4.0;
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float r = CMPFXrng2(uv);
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float lineNoise = pow(CMPFXrng2(blockS), 3.0) *Value* pow(CMPFXrng2(blockL), 3.0);
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float4 col1 = tex2D(source, uv + float2(lineNoise * 0.02 * CMPFXrng(2.0), 0));
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float4 result = float4(float3(col1.x, col1.y, col1.z), 1.0);
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result.a = col1.a;
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return result;
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}
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float4 TintRGBA(float4 txt, float4 color)
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{
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float3 tint = dot(txt.rgb, float3(.222, .707, .071));
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tint.rgb *= color.rgb;
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txt.rgb = lerp(txt.rgb,tint.rgb,color.a);
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return txt;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _CompressionFX_1 = CompressionFX(i.texcoord,_MainTex,Compression_Value);
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float4 TintRGBA_1 = TintRGBA(_CompressionFX_1,Tint_Color);
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float4 FinalResult = TintRGBA_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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FinalResult.rgb *= FinalResult.a;
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FinalResult.a = saturate(FinalResult.a);
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return FinalResult;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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}
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