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106 lines
2.5 KiB
Plaintext
106 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/Ghost"
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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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_ClipLeft ("Clipping Left", Range(0,1)) = 1
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_ClipRight ("Clipping Right", Range(0,1)) = 1
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_ClipUp ("Clipping Up", Range(0,1)) = 1
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_ClipDown ("Clipping Down", Range(0,1)) = 1
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_offset ("offset", Range(0,1)) = 1
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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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#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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float4 _Color;
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float _Alpha;
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float _offset;
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float _ClipLeft;
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float _ClipRight;
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float _ClipUp;
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float _ClipDown;
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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 mainColor = tex2D(_MainTex, i.texcoord)*i.color;
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float alpha=mainColor.a;
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float c1=1;
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float noffset=_offset;
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if ( i.texcoord.y > _ClipUp) c1= saturate(((1+noffset)/(1-_ClipUp))*(1-i.texcoord.y)-noffset);
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if ( i.texcoord.y < 1-_ClipDown) c1*= saturate(((1+noffset)/(1-_ClipDown))*i.texcoord.y-noffset);
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if ( i.texcoord.x > _ClipRight) c1*= saturate(((1+noffset)/(1-_ClipRight))*(1-i.texcoord.x)-noffset);
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if ( i.texcoord.x < 1-_ClipLeft) c1*= saturate(((1+noffset)/(1-_ClipLeft))*i.texcoord.x-noffset);
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mainColor.a = (alpha*c1)-_Alpha;
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return float4(mainColor.rgb,mainColor.a);
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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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