// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Sharpen" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Distortion ("Distortion", Range(0,1)) = 0 _Color ("_Color", Color) = (1,1,1,1) _Alpha ("Alpha", Range (0,1)) = 1.0 // required for UI.Mask _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} 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 #pragma target 3.0 #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 _Distortion; float _Alpha; float4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } 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)); float cx = c0+c1+c2+c3+c4; float4 c5 = float4(cx,cx,cx,cx); 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); } float4 frag (v2f i) : COLOR { float4 col= sharp(i.texcoord)*i.color; col.a = col.a*1-_Alpha; return col; } ENDCG } } Fallback "Sprites/Default" }