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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_Sharpen.shader

114 lines
2.4 KiB
GLSL

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/Sharpen"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Distortion ("Distortion", Range(0,1)) = 0
_Color ("_Color", Color) = (1,1,1,1)
_Alpha ("Alpha", Range (0,1)) = 1.0
// required for UI.Mask
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float _Distortion;
float _Alpha;
float4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
inline float4 sharp(float2 uv)
{
float r = 1.0/256.0;
float strength = 9.0 * _Distortion;
float4 c0 = tex2D(_MainTex,uv);
float4 c1 = tex2D(_MainTex,uv-float2(r,.0));
float4 c2 = tex2D(_MainTex,uv+float2(r,.0));
float4 c3 = tex2D(_MainTex,uv-float2(.0,r));
float4 c4 = tex2D(_MainTex,uv+float2(.0,r));
float cx = c0+c1+c2+c3+c4;
float4 c5 = float4(cx,cx,cx,cx); c5*=0.2;
float4 mi = min(c0,c1); mi = min(mi,c2); mi = min(mi,c3); mi = min(mi,c4);
float4 ma = max(c0,c1); ma = max(ma,c2); ma = max(ma,c3); ma = max(ma,c4);
float4 rt= clamp(mi,(strength+1.0)*c0-c5*strength,ma);
return float4(rt.rgb,c0.a);
}
float4 frag (v2f i) : COLOR
{
float4 col= sharp(i.texcoord)*i.color;
col.a = col.a*1-_Alpha;
return col;
}
ENDCG
}
}
Fallback "Sprites/Default"
}