////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/InnerGlow" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _InnerGlowHQ_Intensity_1("_InnerGlowHQ_Intensity_1", Range(1, 16)) = 6.457 _InnerGlowHQ_Size_1("_InnerGlowHQ_Size_1", Range(1, 16)) = 1.114 _InnerGlowHQ_Color_1("_InnerGlowHQ_Color_1", COLOR) = (1,1,0,1) _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 _InnerGlowHQ_Intensity_1; float _InnerGlowHQ_Size_1; float4 _InnerGlowHQ_Color_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float InnerGlowAlpha(sampler2D source, float2 uv) { return (1 - tex2D(source, uv).a); } float4 InnerGlow(float2 uv, sampler2D source, float Intensity, float size, float4 color) { float step1 = 0.00390625f * size*2; float step2 = step1 * 2; float4 result = float4 (0, 0, 0, 0); float2 texCoord = float2(0, 0); texCoord = uv + float2(-step2, -step2); result += InnerGlowAlpha(source, texCoord); texCoord = uv + float2(-step1, -step2); result += 4.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(0, -step2); result += 6.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step1, -step2); result += 4.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step2, -step2); result += InnerGlowAlpha(source, texCoord); texCoord = uv + float2(-step2, -step1); result += 4.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(-step1, -step1); result += 16.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(0, -step1); result += 24.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step1, -step1); result += 16.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step2, -step1); result += 4.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(-step2, 0); result += 6.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(-step1, 0); result += 24.0 * InnerGlowAlpha(source, texCoord); texCoord = uv; result += 36.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step1, 0); result += 24.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step2, 0); result += 6.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(-step2, step1); result += 4.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(-step1, step1); result += 16.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(0, step1); result += 24.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step1, step1); result += 16.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step2, step1); result += 4.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(-step2, step2); result += InnerGlowAlpha(source, texCoord); texCoord = uv + float2(-step1, step2); result += 4.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(0, step2); result += 6.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step1, step2); result += 4.0 * InnerGlowAlpha(source, texCoord); texCoord = uv + float2(step2, step2); result += InnerGlowAlpha(source, texCoord); result = result*0.00390625; result = lerp(tex2D(source,uv),color*Intensity,result*color.a); result.a = tex2D(source, uv).a; return saturate(result); } float4 frag (v2f i) : COLOR { float4 _InnerGlowHQ_1 = InnerGlow(i.texcoord,_MainTex,_InnerGlowHQ_Intensity_1,_InnerGlowHQ_Size_1,_InnerGlowHQ_Color_1); float4 FinalResult = _InnerGlowHQ_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }