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128 lines
3.5 KiB
GLSL
128 lines
3.5 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/EmbossFull"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_EmbossFull_Angle_1("_EmbossFull_Angle_1", Range(-1, 1)) = 0
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_EmbossFull_Distance_1("_EmbossFull_Distance_1", Range(0, 16)) = 0.3
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_EmbossFull_Intensity_1("_EmbossFull_Intensity_1", Range(-2, 2)) = 1
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_EmbossFull_grayfade_1("_EmbossFull_grayfade_1", Range(-2, 2)) = 1
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_EmbossFull_original_1("_EmbossFull_original_1", Range(-2, 2)) = 1
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_ColorMask("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _SpriteFade;
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float _EmbossFull_Angle_1;
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float _EmbossFull_Distance_1;
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float _EmbossFull_Intensity_1;
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float _EmbossFull_grayfade_1;
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float _EmbossFull_original_1;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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float4 EmbossFull(sampler2D txt, float2 uv, float angle, float dist, float intensity, float g, float o)
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{
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angle = angle *3.1415926;
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intensity = intensity *0.25;
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#define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)))
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float m1 = 0; float m2 = 0; float m3 = 0;
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float m4 = 0; float m5 = 1; float m6 = 0;
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float m7 = 0; float m8 = 0; float m9 = -1;
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float Offset = 0.5;
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float Scale = 1;
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float4 r = float4(0, 0, 0, 0);
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dist = dist * 0.005;
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float4 rgb = tex2D(txt, uv);
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r += tex2D(txt, uv + rot(float2(-dist, -dist))) * m1*intensity;
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r += tex2D(txt, uv + rot(float2(0, -dist))) * m2*intensity;
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r += tex2D(txt, uv + rot(float2(dist, -dist))) * m3*intensity;
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r += tex2D(txt, uv + rot(float2(-dist, 0))) * m4*intensity;
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r += tex2D(txt, uv + rot(float2(0, 0)))* m5*intensity;
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r += tex2D(txt, uv + rot(float2(dist, 0))) * m6*intensity;
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r += tex2D(txt, uv + rot(float2(-dist, dist))) * m7*intensity;
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r += tex2D(txt, uv + rot(float2(0, dist))) * m8*intensity;
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r += tex2D(txt, uv + rot(float2(dist, dist))) * m9*intensity;
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r = lerp(r,dot(r.rgb,3),g);
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r = lerp(r+0.5,rgb+r,o);
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r = saturate(r);
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r.a = rgb.a;
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return r;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _EmbossFull_1 = EmbossFull(_MainTex,i.texcoord,_EmbossFull_Angle_1,_EmbossFull_Distance_1,_EmbossFull_Intensity_1,_EmbossFull_grayfade_1,_EmbossFull_original_1);
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float4 FinalResult = _EmbossFull_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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return FinalResult;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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}
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