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115 lines
3.4 KiB
GLSL
115 lines
3.4 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/Cartoon"
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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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_Color("Tint", Color) = (1,1,1,1)
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_ColorLevel("ColorLevel", Range(0,1)) = 0
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_EdgeSize("EdgeSize", Range(0,1)) = 0
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_ColorB("ColorB", Range(0,1)) = 0
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_Size("Size", Range(0,1)) = 0
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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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#pragma target 3.0
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sampler2D _MainTex;
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float4 _Color;
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float _ColorLevel;
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float _EdgeSize;
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float _ColorB;
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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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inline float4 edgeFilter(in int px, in int py,float2 uv)
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{
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float4 color = 0.0;
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float2 kUV = uv*256.0f;
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color += tex2D(_MainTex, (kUV + float2(px + 1, py + 1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(px , py + 1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(px - 1, py + 1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(px + 1, py)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(px , py)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(px - 1, py)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(px + 1, py - 1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(px , py - 1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(px - 1, py - 1)) * 0.00390625f);
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return color / 9.0;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 uv = IN.uv_MainTex;
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float4 tex = tex2D(_MainTex, uv);
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float4 color = 0;
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float2 kUV = uv*256.0f;
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color += tex2D(_MainTex, (kUV + float2(1 , 1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(0 , 1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(-1 , 1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(1 , 0)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV)* 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(-1 , 0)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(1 , -1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(0 , -1)) * 0.00390625f);
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color += tex2D(_MainTex, (kUV + float2(-1 , -1)) * 0.00390625f);
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color /= 9.0;
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color *= IN.color;
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color[0] = floor(7.0 * color[0]) / _ColorLevel;
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color[1] = floor(7.0 * color[1]) / _ColorLevel;
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color[2] = floor(7.0 * color[2]) / _ColorLevel;
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float4 sum = abs(edgeFilter(0, 1, uv) - edgeFilter(0, -1, uv));
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sum += abs(edgeFilter(1, 0, uv) - edgeFilter(-1, 0, uv));
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sum /= 2.0;
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float edgsum = _EdgeSize + 0.05;
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if (length(sum) > edgsum) { color.rgb = 0.0; }
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float4 r = float4(color.rgb,tex.a * 1 - _Alpha);
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o.Albedo = r.rgb * r.a;
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o.Alpha = r.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 "Transparent/VertexLit"
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} |