////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/LightGlow" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _ShadowLight_Precision_1("_ShadowLight_Precision_1", Range(1, 32)) = 14.311 _ShadowLight_Size_1("_ShadowLight_Size_1", Range(0, 16)) = 0.686 _ShadowLight_Color_1("_ShadowLight_Color_1", COLOR) = (0,0.7,1,1) _ShadowLight_Intensity_1("_ShadowLight_Intensity_1", Range(0, 4)) = 3.664 _ShadowLight_PosX_1("_ShadowLight_PosX_1", Range(-1, 1)) = 0 _ShadowLight_PosY_1("_ShadowLight_PosY_1", Range(-1, 1)) = 0 _ShadowLight_NoSprite_1("_ShadowLight_NoSprite_1", Range(0, 1)) = 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 _ShadowLight_Precision_1; float _ShadowLight_Size_1; float4 _ShadowLight_Color_1; float _ShadowLight_Intensity_1; float _ShadowLight_PosX_1; float _ShadowLight_PosY_1; float _ShadowLight_NoSprite_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 ShadowLight(sampler2D source, float2 uv, float precision, float size, float4 color, float intensity, float posx, float posy,float fade) { int samples = precision; int samples2 = samples *0.5; float4 ret = float4(0, 0, 0, 0); float count = 0; for (int iy = -samples2; iy < samples2; iy++) { for (int ix = -samples2; ix < samples2; ix++) { float2 uv2 = float2(ix, iy); uv2 /= samples; uv2 *= size*0.1; uv2 += float2(-posx,posy); uv2 = saturate(uv+uv2); ret += tex2D(source, uv2); count++; } } ret = lerp(float4(0, 0, 0, 0), ret / count, intensity); ret.rgb = color.rgb; float4 m = ret; float4 b = tex2D(source, uv); ret = lerp(ret, b, b.a); ret = lerp(m,ret,fade); return ret; } float4 frag (v2f i) : COLOR { float4 _ShadowLight_1 = ShadowLight(_MainTex,i.texcoord,_ShadowLight_Precision_1,_ShadowLight_Size_1,_ShadowLight_Color_1,_ShadowLight_Intensity_1,_ShadowLight_PosX_1,_ShadowLight_PosY_1,_ShadowLight_NoSprite_1); float4 FinalResult = _ShadowLight_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }