////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Emboss" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Emboss_Angle_1("_Emboss_Angle_1", Range(-1, 1)) = 0 _Emboss_Distance_1("_Emboss_Distance_1", Range(0, 16)) = 0.3 _Emboss_Intensity_1("_Emboss_Intensity_1", Range(-2, 2)) = 1.479 _Emboss_grayfade_1("_Emboss_grayfade_1", Range(-2, 2)) = 1 _Emboss_original_1("_Emboss_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 _Emboss_Angle_1; float _Emboss_Distance_1; float _Emboss_Intensity_1; float _Emboss_grayfade_1; float _Emboss_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 Emboss(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 = 1; float m2 = 0; float m3 = 0; float m4 = 0; float m5 = 0; float m6 = 0; float m7 = 0; float m8 = 0; float m9 = -1; 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))).a * m1*intensity; r += tex2D(txt, uv + rot(float2(0, -dist))).a * m2*intensity; r += tex2D(txt, uv + rot(float2(dist, -dist))).a * m3*intensity; r += tex2D(txt, uv + rot(float2(-dist, 0))).a * m4*intensity; r += tex2D(txt, uv + rot(float2(0, 0))).a* m5*intensity; r += tex2D(txt, uv + rot(float2(dist, 0))).a * m6*intensity; r += tex2D(txt, uv + rot(float2(-dist, dist))).a * m7*intensity; r += tex2D(txt, uv + rot(float2(0, dist))).a * m8*intensity; r += tex2D(txt, uv + rot(float2(dist, dist))).a * 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 _Emboss_1 = Emboss(_MainTex,i.texcoord,_Emboss_Angle_1,_Emboss_Distance_1,_Emboss_Intensity_1,_Emboss_grayfade_1,_Emboss_original_1); float4 FinalResult = _Emboss_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }