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135 lines
4.2 KiB
GLSL
135 lines
4.2 KiB
GLSL
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
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/// http://vetasoft.store/2dxfx/ //
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//////////////////////////////////////////////
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Shader "2DxFX/Standard/BlurHQ"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Color ("_Color", Color) = (1,1,1,1)
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_Distortion ("Distortion", Range(0,1)) = 0
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_Alpha ("Alpha", Range (0,1)) = 1.0
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// required for UI.Mask
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_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"}
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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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#pragma target 3.0
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#include "UnityCG.cginc"
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struct appdata_t
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{
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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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float4 _Color;
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float _Distortion;
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float _Alpha;
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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 frag (v2f i) : COLOR
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{
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float step1 = 0.00390625f * _Distortion*0.5;
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float step2 = step1*2;
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float4 result = float4 (0,0,0,0);
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float4 Alpha = tex2D(_MainTex, i.texcoord);
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float2 texCoord=float2(0,0);
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texCoord = i.texcoord.xy + float2( -step2, -step2 ); result += tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( -step1, -step2 ); result += 4.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( 0, -step2 ); result += 6.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step1, -step2 ); result += 4.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step2, -step2 ); result += tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( -step2, -step1 ); result += 4.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( -step1, -step1 ); result += 16.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( 0, -step1 ); result += 24.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step1, -step1 ); result += 16.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step2, -step1 ); result += 4.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( -step2, 0 ); result += 6.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( -step1, 0 ); result += 24.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy; result += 36.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step1, 0 ); result += 24.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step2, 0 ); result += 6.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( -step2, step1 ); result += 4.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( -step1, step1 ); result += 16.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( 0, step1 ); result += 24.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step1, step1 ); result += 16.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step2, step1 ); result += 4.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( -step2, step2 ); result += tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( -step1, step2 ); result += 4.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( 0, step2 ); result += 6.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step1, step2 ); result += 4.0 * tex2D(_MainTex,texCoord);
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texCoord = i.texcoord.xy + float2( step2, step2 ); result += tex2D(_MainTex,texCoord);
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float4 r=float4(0,0,0,0);
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r=result*0.00390625;
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r.a*=(1-_Alpha);
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r=r*i.color;
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return r;
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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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} |