////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Cartoon" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _ColorLevel("ColorLevel", Range(0,1)) = 0 _EdgeSize("EdgeSize", Range(0,1)) = 0 _ColorB("ColorB", Range(0,1)) = 0 _Size("Size", Range(0,1)) = 0 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 0 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_BlendOp("_BlendOp",Float) = 0 [HideInInspector]_Z("_Z", Float) = 0 } SubShader { Tags { "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite[_Z] BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows #pragma target 3.0 sampler2D _MainTex; float4 _Color; float _ColorLevel; float _EdgeSize; float _ColorB; float _Alpha; struct Input { float2 uv_MainTex; float4 color; }; void vert(inout appdata_full v, out Input o) { v.vertex = UnityPixelSnap(v.vertex); UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _Color; } inline float4 edgeFilter(in int px, in int py,float2 uv) { float4 color = 0.0; float2 kUV = uv*256.0f; color += tex2D(_MainTex, (kUV + float2(px + 1, py + 1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(px , py + 1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(px - 1, py + 1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(px + 1, py)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(px , py)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(px - 1, py)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(px + 1, py - 1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(px , py - 1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(px - 1, py - 1)) * 0.00390625f); return color / 9.0; } void surf(Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex; float4 tex = tex2D(_MainTex, uv); float4 color = 0; float2 kUV = uv*256.0f; color += tex2D(_MainTex, (kUV + float2(1 , 1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(0 , 1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(-1 , 1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(1 , 0)) * 0.00390625f); color += tex2D(_MainTex, (kUV)* 0.00390625f); color += tex2D(_MainTex, (kUV + float2(-1 , 0)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(1 , -1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(0 , -1)) * 0.00390625f); color += tex2D(_MainTex, (kUV + float2(-1 , -1)) * 0.00390625f); color /= 9.0; color *= IN.color; color[0] = floor(7.0 * color[0]) / _ColorLevel; color[1] = floor(7.0 * color[1]) / _ColorLevel; color[2] = floor(7.0 * color[2]) / _ColorLevel; float4 sum = abs(edgeFilter(0, 1, uv) - edgeFilter(0, -1, uv)); sum += abs(edgeFilter(1, 0, uv) - edgeFilter(-1, 0, uv)); sum /= 2.0; float edgsum = _EdgeSize + 0.05; if (length(sum) > edgsum) { color.rgb = 0.0; } float4 r = float4(color.rgb,tex.a * 1 - _Alpha); o.Albedo = r.rgb * r.a; o.Alpha = r.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }