////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Sharpen" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Distortion("Distortion", Range(0,1)) = 0 _Color("_Color", Color) = (1,1,1,1) _Alpha("Alpha", Range(0,1)) = 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 sampler2D _MainTex; float _Distortion; float _Alpha; float4 _Color; 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 sharp(float2 uv) { float r = 1.0 / 256.0; float strength = 9.0 * _Distortion; float4 c0 = tex2D(_MainTex,uv); float4 c1 = tex2D(_MainTex,uv - float2(r,.0)); float4 c2 = tex2D(_MainTex,uv + float2(r,.0)); float4 c3 = tex2D(_MainTex,uv - float2(.0,r)); float4 c4 = tex2D(_MainTex,uv + float2(.0,r)); float4 c5 = c0 + c1 + c2 + c3 + c4; c5 *= 0.2; float4 mi = min(c0,c1); mi = min(mi,c2); mi = min(mi,c3); mi = min(mi,c4); float4 ma = max(c0,c1); ma = max(ma,c2); ma = max(ma,c3); ma = max(ma,c4); float4 rt = clamp(mi,(strength + 1.0)*c0 - c5*strength,ma); return float4(rt.rgb,c0.a); } void surf(Input IN, inout SurfaceOutput o) { float4 col = sharp(IN.uv_MainTex)*IN.color; col.a = col.a * 1 - _Alpha; o.Albedo = col.rgb * col.a; o.Alpha = col.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }