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109 lines
2.5 KiB
GLSL
109 lines
2.5 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
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/// http://unity3D.vetasoft.com/ //
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//////////////////////////////////////////////
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Shader "2DxFX/AL/Pixel8bitsGB"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("_Color", Color) = (1,1,1,1)
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_Size("Size", Range(0,1)) = 0
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_Offset("Offset", Range(0,1)) = 0
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_Offset2("Offset2", Range(0,1)) = 0
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_Alpha("Alpha", Range(0,1)) = 1.0
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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_BlendOp("_BlendOp",Float) = 0
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[HideInInspector]_Z("_Z", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite[_Z]
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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float4 _Color;
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float _Size;
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float _Offset;
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float _Offset2;
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float _Alpha;
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struct Input
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{
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float2 uv_MainTex;
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float4 color;
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};
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void vert(inout appdata_full v, out Input o)
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{
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v.vertex = UnityPixelSnap(v.vertex);
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color;
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}
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float compare(float3 a, float3 b)
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{
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a = a*a*a;
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b = b*b*b;
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float3 diff = (a - b);
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return dot(diff, diff);
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}
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inline float mod(float x,float modu)
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{
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return x - floor(x * (1.0 / modu)) * modu;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float2 q = IN.uv_MainTex;
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float2 pixelSize = 64 * _Size;
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float2 c = floor(q * pixelSize) / pixelSize;
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float4 src4 = tex2D(_MainTex, c)* IN.color;
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float3 src = src4.rgb*_Offset2;
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float alpha = src4.a;
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if (alpha<0.95) alpha = 0;
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float3 dst0 = float3(0,0,0);
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float3 dst1 = float3(0,0,0);
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float best0 = 1e3;
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float best1 = 1e3;
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#define TCOLOR(R, G, B) { const float3 tst = float3(R, G, B); float err = compare(src, tst); if (err < best0) { best1 = best0; dst1 = dst0; best0 = err; dst0 = tst; } }
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TCOLOR(0.68, 0.79, 0.27);
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TCOLOR(0.47, 0.69, 0.42);
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TCOLOR(0.13, 0.43, 0.37);
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TCOLOR(0.03, 0.16, 0.33);
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#undef TCOLOR
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best0 = sqrt(best0); best1 = sqrt(best1);
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float4 r = float4(mod(c.x + c.y, 2.0) >(1 + best1 / (best0 + best1)) ? dst1 : dst0, 1.0);
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r.a = r.a*alpha*(1 - _Alpha);
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o.Albedo = r.rgb * r.a;
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o.Alpha = r.a;
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clip(o.Alpha - 0.05);
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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} |