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103 lines
2.3 KiB
Plaintext
103 lines
2.3 KiB
Plaintext
2 months ago
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
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/// http://unity3D.vetasoft.com/ //
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//////////////////////////////////////////////
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Shader "2DxFX/AL/HSV"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 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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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_BlendOp("_BlendOp",Float) = 0
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[HideInInspector]_Z("_Z", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite[_Z]
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
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#pragma target 3.0
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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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struct Input
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{
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float2 uv_MainTex;
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float4 color;
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};
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void vert(inout appdata_full v, out Input o)
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{
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v.vertex = UnityPixelSnap(v.vertex);
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color;
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}
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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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void surf(Input IN, inout SurfaceOutput o)
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{
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float4 c = tex2D(_MainTex, IN.uv_MainTex)* IN.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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o.Albedo = c.rgb * c.a;
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o.Alpha = c.a;
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clip(o.Alpha - 0.05);
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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}
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