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114 lines
2.4 KiB
GLSL
114 lines
2.4 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/Sharpen"
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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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_Distortion ("Distortion", Range(0,1)) = 0
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_Color ("_Color", Color) = (1,1,1,1)
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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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float _Distortion;
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float _Alpha;
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float4 _Color;
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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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inline float4 sharp(float2 uv)
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{
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float r = 1.0/256.0;
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float strength = 9.0 * _Distortion;
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float4 c0 = tex2D(_MainTex,uv);
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float4 c1 = tex2D(_MainTex,uv-float2(r,.0));
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float4 c2 = tex2D(_MainTex,uv+float2(r,.0));
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float4 c3 = tex2D(_MainTex,uv-float2(.0,r));
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float4 c4 = tex2D(_MainTex,uv+float2(.0,r));
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float cx = c0+c1+c2+c3+c4;
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float4 c5 = float4(cx,cx,cx,cx); c5*=0.2;
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float4 mi = min(c0,c1); mi = min(mi,c2); mi = min(mi,c3); mi = min(mi,c4);
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float4 ma = max(c0,c1); ma = max(ma,c2); ma = max(ma,c3); ma = max(ma,c4);
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float4 rt= clamp(mi,(strength+1.0)*c0-c5*strength,ma);
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return float4(rt.rgb,c0.a);
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}
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float4 frag (v2f i) : COLOR
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{
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float4 col= sharp(i.texcoord)*i.color;
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col.a = col.a*1-_Alpha;
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return col;
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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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} |