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124 lines
2.5 KiB
Plaintext
124 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/HSV"
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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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_Alpha ("Alpha", Range (0,1)) = 1.0
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_Color ("_Color", Color) = (1,1,1,1)
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_HueShift("HueShift", Range (0,360) ) = 0
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_Sat("Saturation", Float) = 1
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_Val("Value", Float) = 1
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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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#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 _HueShift;
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float _Sat;
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float _Val;
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float _Alpha;
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float4 _Color;
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float3 shift_col(float3 RGB, float3 shift)
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{
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float3 RESULT = float3(RGB);
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float a1= shift.z*shift.y;
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float a2= shift.x*3.14159265/180;
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float VSU = a1*cos(a2);
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float VSW = a1*sin(a2);
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RESULT.x = (.299*shift.z+.701*VSU+.168*VSW)*RGB.x
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+ (.587*shift.z-.587*VSU+.330*VSW)*RGB.y
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+ (.114*shift.z-.114*VSU-.497*VSW)*RGB.z;
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RESULT.y = (.299*shift.z-.299*VSU-.328*VSW)*RGB.x
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+ (.587*shift.z+.413*VSU+.035*VSW)*RGB.y
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+ (.114*shift.z-.114*VSU+.292*VSW)*RGB.z;
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RESULT.z = (.299*shift.z-.3*VSU+1.25*VSW)*RGB.x
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+ (.587*shift.z-.588*VSU-1.05*VSW)*RGB.y
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+ (.114*shift.z+.886*VSU-.203*VSW)*RGB.z;
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return (RESULT);
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}
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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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float4 c = tex2D(_MainTex, i.texcoord)*i.color;
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float3 shift = float3(_HueShift, _Sat, _Val);
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c.rgb = shift_col(c, shift);
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c.a = c.a-_Alpha;
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return c;
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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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