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91 lines
1.8 KiB
GLSL
91 lines
1.8 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
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/// http://unity3D.vetasoft.com/ //
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//////////////////////////////////////////////
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Shader "2DxFX/AL/4Gradients"
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{
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Properties
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{
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[HideInInspector] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("_Color", Color) = (1,1,1,1)
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_Color1("_Color1", Color) = (1,1,1,1)
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_Color2("_Color2", Color) = (1,1,1,1)
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_Color3("_Color3", Color) = (1,1,1,1)
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_Color4("_Color4", Color) = (1,1,1,1)
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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_BlendOp("_BlendOp",Float) = 0
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[HideInInspector]_Z("_Z", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite [_Z]
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BlendOp [_BlendOp]
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Blend [_SrcBlend] [_DstBlend]
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
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sampler2D _MainTex;
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float4 _Color;
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float4 _Color1;
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float4 _Color2;
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float4 _Color3;
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float4 _Color4;
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float _Alpha;
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struct Input
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{
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float2 uv_MainTex;
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float4 color;
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};
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void vert(inout appdata_full v, out Input o)
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{
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v.vertex = UnityPixelSnap(v.vertex);
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 p = IN.uv_MainTex;
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float4 c = tex2D(_MainTex,p) * IN.color;
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float alpha = c.a;
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float4 colorA = lerp(_Color3,_Color4,p.x*1.3);
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float4 colorB = lerp(_Color1,_Color2,p.x*1.3);
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float4 colorC = lerp(colorA,colorB,p.y*1.3);
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c = lerp(c,colorC, colorC.a);
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c.a *= alpha;
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c.a *= (1 - _Alpha);
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o.Albedo = c.rgb * c.a;
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o.Alpha = c.a;
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clip(o.Alpha - 0.05);
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}
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ENDCG
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}
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Fallback "Sprites-Defaultt"
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} |