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PlumberUltimateAds/Assets/2DxFX/ExtraShaders/Shader/LightGlow.shader

131 lines
3.3 KiB
Plaintext

//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/LightGlow"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_ShadowLight_Precision_1("_ShadowLight_Precision_1", Range(1, 32)) = 14.311
_ShadowLight_Size_1("_ShadowLight_Size_1", Range(0, 16)) = 0.686
_ShadowLight_Color_1("_ShadowLight_Color_1", COLOR) = (0,0.7,1,1)
_ShadowLight_Intensity_1("_ShadowLight_Intensity_1", Range(0, 4)) = 3.664
_ShadowLight_PosX_1("_ShadowLight_PosX_1", Range(-1, 1)) = 0
_ShadowLight_PosY_1("_ShadowLight_PosY_1", Range(-1, 1)) = 0
_ShadowLight_NoSprite_1("_ShadowLight_NoSprite_1", Range(0, 1)) = 1
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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
#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 _SpriteFade;
float _ShadowLight_Precision_1;
float _ShadowLight_Size_1;
float4 _ShadowLight_Color_1;
float _ShadowLight_Intensity_1;
float _ShadowLight_PosX_1;
float _ShadowLight_PosY_1;
float _ShadowLight_NoSprite_1;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float4 ShadowLight(sampler2D source, float2 uv, float precision, float size, float4 color, float intensity, float posx, float posy,float fade)
{
int samples = precision;
int samples2 = samples *0.5;
float4 ret = float4(0, 0, 0, 0);
float count = 0;
for (int iy = -samples2; iy < samples2; iy++)
{
for (int ix = -samples2; ix < samples2; ix++)
{
float2 uv2 = float2(ix, iy);
uv2 /= samples;
uv2 *= size*0.1;
uv2 += float2(-posx,posy);
uv2 = saturate(uv+uv2);
ret += tex2D(source, uv2);
count++;
}
}
ret = lerp(float4(0, 0, 0, 0), ret / count, intensity);
ret.rgb = color.rgb;
float4 m = ret;
float4 b = tex2D(source, uv);
ret = lerp(ret, b, b.a);
ret = lerp(m,ret,fade);
return ret;
}
float4 frag (v2f i) : COLOR
{
float4 _ShadowLight_1 = ShadowLight(_MainTex,i.texcoord,_ShadowLight_Precision_1,_ShadowLight_Size_1,_ShadowLight_Color_1,_ShadowLight_Intensity_1,_ShadowLight_PosX_1,_ShadowLight_PosY_1,_ShadowLight_NoSprite_1);
float4 FinalResult = _ShadowLight_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}