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131 lines
3.3 KiB
Plaintext
131 lines
3.3 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/LightGlow"
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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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_ShadowLight_Precision_1("_ShadowLight_Precision_1", Range(1, 32)) = 14.311
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_ShadowLight_Size_1("_ShadowLight_Size_1", Range(0, 16)) = 0.686
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_ShadowLight_Color_1("_ShadowLight_Color_1", COLOR) = (0,0.7,1,1)
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_ShadowLight_Intensity_1("_ShadowLight_Intensity_1", Range(0, 4)) = 3.664
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_ShadowLight_PosX_1("_ShadowLight_PosX_1", Range(-1, 1)) = 0
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_ShadowLight_PosY_1("_ShadowLight_PosY_1", Range(-1, 1)) = 0
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_ShadowLight_NoSprite_1("_ShadowLight_NoSprite_1", Range(0, 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 OneMinusSrcAlpha 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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#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 _ShadowLight_Precision_1;
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float _ShadowLight_Size_1;
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float4 _ShadowLight_Color_1;
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float _ShadowLight_Intensity_1;
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float _ShadowLight_PosX_1;
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float _ShadowLight_PosY_1;
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float _ShadowLight_NoSprite_1;
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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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float4 ShadowLight(sampler2D source, float2 uv, float precision, float size, float4 color, float intensity, float posx, float posy,float fade)
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{
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int samples = precision;
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int samples2 = samples *0.5;
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float4 ret = float4(0, 0, 0, 0);
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float count = 0;
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for (int iy = -samples2; iy < samples2; iy++)
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{
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for (int ix = -samples2; ix < samples2; ix++)
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{
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float2 uv2 = float2(ix, iy);
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uv2 /= samples;
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uv2 *= size*0.1;
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uv2 += float2(-posx,posy);
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uv2 = saturate(uv+uv2);
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ret += tex2D(source, uv2);
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count++;
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}
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}
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ret = lerp(float4(0, 0, 0, 0), ret / count, intensity);
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ret.rgb = color.rgb;
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float4 m = ret;
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float4 b = tex2D(source, uv);
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ret = lerp(ret, b, b.a);
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ret = lerp(m,ret,fade);
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return ret;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _ShadowLight_1 = ShadowLight(_MainTex,i.texcoord,_ShadowLight_Precision_1,_ShadowLight_Size_1,_ShadowLight_Color_1,_ShadowLight_Intensity_1,_ShadowLight_PosX_1,_ShadowLight_PosY_1,_ShadowLight_NoSprite_1);
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float4 FinalResult = _ShadowLight_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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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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