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.
128 lines
3.5 KiB
Plaintext
128 lines
3.5 KiB
Plaintext
2 months ago
|
//////////////////////////////////////////////
|
||
|
/// 2DxFX v3 - by VETASOFT 2018 //
|
||
|
//////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////
|
||
|
|
||
|
Shader "2DxFX_Extra_Shaders/Sharpness"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
|
||
|
_Sharpness_Angle_1("_Sharpness_Angle_1", Range(-1, 1)) = 0.25
|
||
|
_Sharpness_Distance_1("_Sharpness_Distance_1", Range(0, 16)) = 2.257
|
||
|
_Sharpness_Intensity_1("_Sharpness_Intensity_1", Range(-2, 2)) = 0.279
|
||
|
_Sharpness_Fade_1("_Sharpness_Fade_1", Range(-2, 2)) = 1
|
||
|
_Sharpness_original_1("_Sharpness_original_1", Range(-2, 2)) = 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;
|
||
|
float _Sharpness_Angle_1;
|
||
|
float _Sharpness_Distance_1;
|
||
|
float _Sharpness_Intensity_1;
|
||
|
float _Sharpness_Fade_1;
|
||
|
float _Sharpness_original_1;
|
||
|
|
||
|
v2f vert(appdata_t IN)
|
||
|
{
|
||
|
v2f OUT;
|
||
|
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||
|
OUT.texcoord = IN.texcoord;
|
||
|
OUT.color = IN.color;
|
||
|
return OUT;
|
||
|
}
|
||
|
|
||
|
|
||
|
float4 Sharpness(sampler2D txt, float2 uv, float angle, float dist, float intensity, float g, float o)
|
||
|
{
|
||
|
angle = angle *3.1415926;
|
||
|
intensity = intensity *0.25;
|
||
|
#define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)))
|
||
|
float m1 = 0; float m2 = -1; float m3 = 0;
|
||
|
float m4 = -1; float m5 = 5; float m6 = -1;
|
||
|
float m7 = 0; float m8 = -1; float m9 = 0;
|
||
|
float Offset = 0.5;
|
||
|
float Scale = 1;
|
||
|
float4 r = float4(0, 0, 0, 0);
|
||
|
dist = dist * 0.005;
|
||
|
float4 rgb = tex2D(txt, uv);
|
||
|
r += tex2D(txt, uv + rot(float2(-dist, -dist))) * m1*intensity;
|
||
|
r += tex2D(txt, uv + rot(float2(0, -dist))) * m2*intensity;
|
||
|
r += tex2D(txt, uv + rot(float2(dist, -dist))) * m3*intensity;
|
||
|
r += tex2D(txt, uv + rot(float2(-dist, 0))) * m4*intensity;
|
||
|
r += tex2D(txt, uv + rot(float2(0, 0))) * m5*intensity;
|
||
|
r += tex2D(txt, uv + rot(float2(dist, 0))) * m6*intensity;
|
||
|
r += tex2D(txt, uv + rot(float2(-dist, dist))) * m7*intensity;
|
||
|
r += tex2D(txt, uv + rot(float2(0, dist))) * m8*intensity;
|
||
|
r += tex2D(txt, uv + rot(float2(dist, dist))) * m9*intensity;
|
||
|
r = lerp(r,dot(r.rgb,3),g);
|
||
|
r = lerp(r+0.5,rgb+r,o);
|
||
|
r = saturate(r);
|
||
|
r.a = rgb.a;
|
||
|
return r;
|
||
|
}
|
||
|
float4 frag (v2f i) : COLOR
|
||
|
{
|
||
|
float4 _Sharpness_1 = Sharpness(_MainTex,i.texcoord,_Sharpness_Angle_1,_Sharpness_Distance_1,_Sharpness_Intensity_1,_Sharpness_Fade_1,_Sharpness_original_1);
|
||
|
float4 FinalResult = _Sharpness_1;
|
||
|
FinalResult.rgb *= i.color.rgb;
|
||
|
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
|
||
|
return FinalResult;
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
Fallback "Sprites/Default"
|
||
|
}
|