// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Cartoon" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", 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 _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" #pragma glsl 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; float4 _Color; float _ColorLevel; float _EdgeSize; float _ColorB; float _Alpha; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } #define tex2D(sampler,uvs) tex2Dlod( sampler , float4( ( uvs ) , 0.0f , 0.0f) ) inline float4 edgeFilter(in int px, in int py, v2f i) { float4 color = float4(0.0,0.0,0.0,0.0); float2 kUV = i.texcoord*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; } float4 frag (v2f i) : COLOR { float2 uv = i.texcoord; float4 tex = tex2D(_MainTex, uv); float4 color = float4(0,0,0,0); 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 *=i.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, i) - edgeFilter(0, -1, i)); sum += abs(edgeFilter(1, 0, i) - edgeFilter(-1, 0, i)); sum /= 2.0; float edgsum = _EdgeSize + 0.05; if(length(sum) > edgsum) { color.rgb = 0.0; } return float4(color.rgb,tex.a*1-_Alpha); } ENDCG } } Fallback "Sprites/Default" }