You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
111 lines
2.7 KiB
Plaintext
111 lines
2.7 KiB
Plaintext
2 months ago
|
//////////////////////////////////////////////
|
||
|
/// 2DxFX v3 - by VETASOFT 2018 //
|
||
|
//////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////
|
||
|
|
||
|
Shader "2DxFX_Extra_Shaders/Fusion3Sprites"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
|
||
|
_NewTex_1("NewTex_1(RGB)", 2D) = "white" { }
|
||
|
_OperationBlend_Fade_1("_OperationBlend_Fade_1", Range(0, 1)) = 1
|
||
|
_NewTex_2("NewTex_2(RGB)", 2D) = "white" { }
|
||
|
_OperationBlend_Fade_2("_OperationBlend_Fade_2", Range(0, 1)) = 1
|
||
|
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
|
||
|
|
||
|
// required for UI.Mask
|
||
|
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
|
||
|
[HideInInspector]_Stencil("Stencil ID", Float) = 0
|
||
|
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
|
||
|
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||
|
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
|
||
|
[HideInInspector]_ColorMask("Color Mask", Float) = 15
|
||
|
|
||
|
}
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
|
||
|
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
||
|
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
|
||
|
|
||
|
// required for UI.Mask
|
||
|
Stencil
|
||
|
{
|
||
|
Ref [_Stencil]
|
||
|
Comp [_StencilComp]
|
||
|
Pass [_StencilOp]
|
||
|
ReadMask [_StencilReadMask]
|
||
|
WriteMask [_StencilWriteMask]
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
struct appdata_t{
|
||
|
float4 vertex : POSITION;
|
||
|
float4 color : COLOR;
|
||
|
float2 texcoord : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float2 texcoord : TEXCOORD0;
|
||
|
float4 vertex : SV_POSITION;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
float _SpriteFade;
|
||
|
sampler2D _NewTex_1;
|
||
|
float _OperationBlend_Fade_1;
|
||
|
sampler2D _NewTex_2;
|
||
|
float _OperationBlend_Fade_2;
|
||
|
|
||
|
v2f vert(appdata_t IN)
|
||
|
{
|
||
|
v2f OUT;
|
||
|
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||
|
OUT.texcoord = IN.texcoord;
|
||
|
OUT.color = IN.color;
|
||
|
return OUT;
|
||
|
}
|
||
|
|
||
|
|
||
|
float4 OperationBlend(float4 origin, float4 overlay, float blend)
|
||
|
{
|
||
|
float4 o = origin;
|
||
|
o.a = overlay.a + origin.a * (1 - overlay.a);
|
||
|
o.rgb = (overlay.rgb * overlay.a + origin.rgb * origin.a * (1 - overlay.a)) / (o.a+0.0000001);
|
||
|
o.a = saturate(o.a);
|
||
|
o = lerp(origin, o, blend);
|
||
|
return o;
|
||
|
}
|
||
|
float4 frag (v2f i) : COLOR
|
||
|
{
|
||
|
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
|
||
|
float4 NewTex_1 = tex2D(_NewTex_1, i.texcoord);
|
||
|
float4 OperationBlend_1 = OperationBlend(_MainTex_1, NewTex_1, _OperationBlend_Fade_1);
|
||
|
float4 NewTex_2 = tex2D(_NewTex_2, i.texcoord);
|
||
|
float4 OperationBlend_2 = OperationBlend(OperationBlend_1, NewTex_2, _OperationBlend_Fade_2);
|
||
|
float4 FinalResult = OperationBlend_2;
|
||
|
FinalResult.rgb *= i.color.rgb;
|
||
|
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
|
||
|
return FinalResult;
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
Fallback "Sprites/Default"
|
||
|
}
|