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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Cartoon.shader

115 lines
3.4 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/Cartoon"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_ColorLevel("ColorLevel", Range(0,1)) = 0
_EdgeSize("EdgeSize", Range(0,1)) = 0
_ColorB("ColorB", Range(0,1)) = 0
_Size("Size", Range(0,1)) = 0
[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
[HideInInspector]_DstBlend("_DstBlend", Float) = 0
[HideInInspector]_BlendOp("_BlendOp",Float) = 0
[HideInInspector]_Z("_Z", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite[_Z]
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
float4 _Color;
float _ColorLevel;
float _EdgeSize;
float _ColorB;
float _Alpha;
struct Input
{
float2 uv_MainTex;
float4 color;
};
void vert(inout appdata_full v, out Input o)
{
v.vertex = UnityPixelSnap(v.vertex);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color * _Color;
}
inline float4 edgeFilter(in int px, in int py,float2 uv)
{
float4 color = 0.0;
float2 kUV = uv*256.0f;
color += tex2D(_MainTex, (kUV + float2(px + 1, py + 1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(px , py + 1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(px - 1, py + 1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(px + 1, py)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(px , py)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(px - 1, py)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(px + 1, py - 1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(px , py - 1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(px - 1, py - 1)) * 0.00390625f);
return color / 9.0;
}
void surf(Input IN, inout SurfaceOutput o)
{
float2 uv = IN.uv_MainTex;
float4 tex = tex2D(_MainTex, uv);
float4 color = 0;
float2 kUV = uv*256.0f;
color += tex2D(_MainTex, (kUV + float2(1 , 1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(0 , 1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(-1 , 1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(1 , 0)) * 0.00390625f);
color += tex2D(_MainTex, (kUV)* 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(-1 , 0)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(1 , -1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(0 , -1)) * 0.00390625f);
color += tex2D(_MainTex, (kUV + float2(-1 , -1)) * 0.00390625f);
color /= 9.0;
color *= IN.color;
color[0] = floor(7.0 * color[0]) / _ColorLevel;
color[1] = floor(7.0 * color[1]) / _ColorLevel;
color[2] = floor(7.0 * color[2]) / _ColorLevel;
float4 sum = abs(edgeFilter(0, 1, uv) - edgeFilter(0, -1, uv));
sum += abs(edgeFilter(1, 0, uv) - edgeFilter(-1, 0, uv));
sum /= 2.0;
float edgsum = _EdgeSize + 0.05;
if (length(sum) > edgsum) { color.rgb = 0.0; }
float4 r = float4(color.rgb,tex.a * 1 - _Alpha);
o.Albedo = r.rgb * r.a;
o.Alpha = r.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}