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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Sharpen.shader

89 lines
2.1 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/Sharpen"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Distortion("Distortion", Range(0,1)) = 0
_Color("_Color", Color) = (1,1,1,1)
_Alpha("Alpha", Range(0,1)) = 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
sampler2D _MainTex;
float _Distortion;
float _Alpha;
float4 _Color;
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 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));
float4 c5 = c0 + c1 + c2 + c3 + c4; 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);
}
void surf(Input IN, inout SurfaceOutput o)
{
float4 col = sharp(IN.uv_MainTex)*IN.color;
col.a = col.a * 1 - _Alpha;
o.Albedo = col.rgb * col.a;
o.Alpha = col.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}