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PlumberUltimateAds/Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShaderUiMask.sh...

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2 months ago
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
}