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118 lines
2.5 KiB
Plaintext
118 lines
2.5 KiB
Plaintext
2 months ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
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/// http://vetasoft.store/2dxfx/ //
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//////////////////////////////////////////////
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Shader "2DxFX/Standard/GoldenFX"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Color ("_Color", Color) = (1,1,1,1)
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_Distortion ("Distortion", Range(0,1)) = 0
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_Alpha ("Alpha", Range (0,1)) = 1.0
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// required for UI.Mask
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_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"}
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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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#pragma target 3.0
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#include "UnityCG.cginc"
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struct appdata_t
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{
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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 _Distortion;
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float _Alpha;
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float4 _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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float4 frag (v2f i) : COLOR
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{
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float2 uv = i.texcoord.xy;
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float2 step = float2(0.004,0.004);
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float4 tex = tex2D( _MainTex, uv);
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float calc= 1.5 *_Distortion;
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float3 texA = tex2D( _MainTex, uv + float2(-step.x, -step.y) * calc).rgb;
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float3 texB = tex2D( _MainTex, uv + float2( step.x, -step.y) * calc).rgb;
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float3 texC = tex2D( _MainTex, uv + float2(-step.x, step.y) * calc).rgb;
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float3 texD = tex2D( _MainTex, uv + float2( step.x, step.y) * calc).rgb;
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float shadeA = dot(texA, 0.333333);
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float shadeB = dot(texB, 0.333333);
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float shadeC = dot(texC, 0.333333);
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float shadeD = dot(texD, 0.333333);
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float shade = 15.0 * pow(max(abs(shadeA - shadeD), abs(shadeB - shadeC)), 0.5);
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float3 col = lerp(float3(0.1, 0.18, 0.3), float3(0.4, 0.3, 0.2), shade);
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tex.a = tex.a*1-_Alpha;
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float4 r=float4(col,tex.a);
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r*=i.color;
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return r;
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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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