UI update 02
This commit is contained in:
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _GlowColor: {r: 2.0026178, g: 2.0026178, b: 2.0026178, a: 1}
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- PixelSnap: 0
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- _AlphaClip: 0.001
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- _EnableExternalAlpha: 0
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- _GlowRadius: 0
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- _Intensity: 0.0245
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- _Threshold: 0.08
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _GlowColor: {r: 2.0026178, g: 2.0026178, b: 2.0026178, a: 1}
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@@ -0,0 +1,274 @@
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Shader "Bansonic/Sprite Glow"
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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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[HideInInspector] _Color ("Tint", Color) = (1,1,1,1)
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[HideInInspector] PixelSnap ("Pixel snap", Float) = 0
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[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
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[HideInInspector] _AlphaTex ("External Alpha", 2D) = "white" {}
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[HideInInspector] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
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[HDR]_GlowColor ("Glow Color", Color) = (1,1,1,1)
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_Threshold ("Glow Threshold", Range(0, 4)) = 0.9
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_Intensity ("Glow Intensity", Range(0, 8)) = 1.5
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_GlowRadius ("Glow Radius", Range(0, 32)) = 6
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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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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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"RenderPipeline" = "UniversalPipeline"
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"CanUseSpriteAtlas" = "True"
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}
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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Pass
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{
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Tags { "LightMode" = "Universal2D" }
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
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#pragma vertex SpriteVertex
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#pragma fragment SpriteFragment
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile _ SKINNED_SPRITE
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struct Attributes
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||||
{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_SKINNED_VERTEX_INPUTS
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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half4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_TexelSize;
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CBUFFER_START(UnityPerMaterial)
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half4 _Color;
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half4 _GlowColor;
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half _Threshold;
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half _Intensity;
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half _GlowRadius;
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CBUFFER_END
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Varyings SpriteVertex(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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UNITY_SKINNED_VERTEX_COMPUTE(input);
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SetUpSpriteInstanceProperties();
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input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
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output.positionCS = TransformObjectToHClip(input.positionOS);
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output.uv = input.uv;
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output.color = input.color * _Color * unity_SpriteColor;
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return output;
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}
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half GetLuminance(half3 color)
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{
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return dot(color, half3(0.2126h, 0.7152h, 0.0722h));
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}
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half SampleGlowMask(float2 uv, half4 tint)
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{
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half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * tint;
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half luminance = GetLuminance(tex.rgb);
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half mask = smoothstep(_Threshold - 0.18h, _Threshold + 0.18h, luminance);
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return mask * tex.a;
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}
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half ComputeGlow(float2 uv, half4 tint)
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{
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float2 texel = _MainTex_TexelSize.xy * max(_GlowRadius, 0.001h) * 1.5;
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const half w0 = 0.180h;
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const half w1 = 0.150h;
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const half w2 = 0.120h;
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const half w3 = 0.090h;
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const half w4 = 0.060h;
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half sum = SampleGlowMask(uv, tint) * w0;
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sum += SampleGlowMask(uv + texel * float2( 0.65, 0.00), tint) * w1;
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sum += SampleGlowMask(uv + texel * float2(-0.65, 0.00), tint) * w1;
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sum += SampleGlowMask(uv + texel * float2( 0.00, 0.65), tint) * w1;
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sum += SampleGlowMask(uv + texel * float2( 0.00, -0.65), tint) * w1;
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sum += SampleGlowMask(uv + texel * float2( 0.50, 0.50), tint) * w2;
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sum += SampleGlowMask(uv + texel * float2(-0.50, 0.50), tint) * w2;
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sum += SampleGlowMask(uv + texel * float2( 0.50, -0.50), tint) * w2;
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sum += SampleGlowMask(uv + texel * float2(-0.50, -0.50), tint) * w2;
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sum += SampleGlowMask(uv + texel * float2( 1.35, 0.00), tint) * w3;
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sum += SampleGlowMask(uv + texel * float2(-1.35, 0.00), tint) * w3;
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sum += SampleGlowMask(uv + texel * float2( 0.00, 1.35), tint) * w3;
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sum += SampleGlowMask(uv + texel * float2( 0.00, -1.35), tint) * w3;
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sum += SampleGlowMask(uv + texel * float2( 1.00, 1.00), tint) * w4;
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sum += SampleGlowMask(uv + texel * float2(-1.00, 1.00), tint) * w4;
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sum += SampleGlowMask(uv + texel * float2( 1.00, -1.00), tint) * w4;
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sum += SampleGlowMask(uv + texel * float2(-1.00, -1.00), tint) * w4;
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return sum;
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}
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||||
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half4 SpriteFragment(Varyings input) : SV_Target
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{
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half4 baseSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color;
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half glowStrength = ComputeGlow(input.uv, input.color) * _Intensity * 1.75h;
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half3 glow = _GlowColor.rgb * glowStrength * _GlowColor.a;
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half4 color = baseSample;
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color.rgb += glow;
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color.a = saturate(baseSample.a + glowStrength * 0.55h);
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return color;
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}
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ENDHLSL
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}
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||||
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Pass
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||||
{
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||||
Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
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#pragma vertex SpriteVertex
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#pragma fragment SpriteFragment
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile _ SKINNED_SPRITE
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struct Attributes
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||||
{
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float3 positionOS : POSITION;
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||||
float4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_SKINNED_VERTEX_INPUTS
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UNITY_VERTEX_INPUT_INSTANCE_ID
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||||
};
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||||
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||||
struct Varyings
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||||
{
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||||
float4 positionCS : SV_POSITION;
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half4 color : COLOR;
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||||
float2 uv : TEXCOORD0;
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||||
UNITY_VERTEX_OUTPUT_STEREO
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_TexelSize;
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CBUFFER_START(UnityPerMaterial)
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half4 _Color;
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half4 _GlowColor;
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half _Threshold;
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half _Intensity;
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half _GlowRadius;
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CBUFFER_END
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Varyings SpriteVertex(Attributes input)
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{
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||||
Varyings output = (Varyings)0;
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||||
UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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UNITY_SKINNED_VERTEX_COMPUTE(input);
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SetUpSpriteInstanceProperties();
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input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
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output.positionCS = TransformObjectToHClip(input.positionOS);
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output.uv = input.uv;
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output.color = input.color * _Color * unity_SpriteColor;
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return output;
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}
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half GetLuminance(half3 color)
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{
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return dot(color, half3(0.2126h, 0.7152h, 0.0722h));
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}
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||||
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half SampleGlowMask(float2 uv, half4 tint)
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{
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half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * tint;
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half luminance = GetLuminance(tex.rgb);
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half mask = smoothstep(_Threshold - 0.18h, _Threshold + 0.18h, luminance);
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return mask * tex.a;
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||||
}
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||||
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half ComputeGlow(float2 uv, half4 tint)
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{
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float2 texel = _MainTex_TexelSize.xy * max(_GlowRadius, 0.001h) * 1.5;
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||||
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const half w0 = 0.180h;
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const half w1 = 0.150h;
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const half w2 = 0.120h;
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const half w3 = 0.090h;
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const half w4 = 0.060h;
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half sum = SampleGlowMask(uv, tint) * w0;
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sum += SampleGlowMask(uv + texel * float2( 0.65, 0.00), tint) * w1;
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sum += SampleGlowMask(uv + texel * float2(-0.65, 0.00), tint) * w1;
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||||
sum += SampleGlowMask(uv + texel * float2( 0.00, 0.65), tint) * w1;
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||||
sum += SampleGlowMask(uv + texel * float2( 0.00, -0.65), tint) * w1;
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||||
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||||
sum += SampleGlowMask(uv + texel * float2( 0.50, 0.50), tint) * w2;
|
||||
sum += SampleGlowMask(uv + texel * float2(-0.50, 0.50), tint) * w2;
|
||||
sum += SampleGlowMask(uv + texel * float2( 0.50, -0.50), tint) * w2;
|
||||
sum += SampleGlowMask(uv + texel * float2(-0.50, -0.50), tint) * w2;
|
||||
|
||||
sum += SampleGlowMask(uv + texel * float2( 1.35, 0.00), tint) * w3;
|
||||
sum += SampleGlowMask(uv + texel * float2(-1.35, 0.00), tint) * w3;
|
||||
sum += SampleGlowMask(uv + texel * float2( 0.00, 1.35), tint) * w3;
|
||||
sum += SampleGlowMask(uv + texel * float2( 0.00, -1.35), tint) * w3;
|
||||
|
||||
sum += SampleGlowMask(uv + texel * float2( 1.00, 1.00), tint) * w4;
|
||||
sum += SampleGlowMask(uv + texel * float2(-1.00, 1.00), tint) * w4;
|
||||
sum += SampleGlowMask(uv + texel * float2( 1.00, -1.00), tint) * w4;
|
||||
sum += SampleGlowMask(uv + texel * float2(-1.00, -1.00), tint) * w4;
|
||||
|
||||
return sum;
|
||||
}
|
||||
|
||||
half4 SpriteFragment(Varyings input) : SV_Target
|
||||
{
|
||||
half4 baseSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color;
|
||||
half glowStrength = ComputeGlow(input.uv, input.color) * _Intensity * 1.75h;
|
||||
half3 glow = _GlowColor.rgb * glowStrength * _GlowColor.a;
|
||||
|
||||
half4 color = baseSample;
|
||||
color.rgb += glow;
|
||||
color.a = saturate(baseSample.a + glowStrength * 0.55h);
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "Universal Render Pipeline/2D/Sprite-Unlit-Default"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,199 @@
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||||
Shader "UI/Bansonic/Blur Behind"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
_BlurRadius ("Blur Radius", Range(0,4)) = 1.2
|
||||
_BlurSpread ("Blur Spread", Range(0.25,3)) = 1
|
||||
_BackgroundOpacity ("Background Opacity", Range(0,1)) = 1
|
||||
_TintStrength ("Tint Strength", Range(0,1)) = 0
|
||||
|
||||
_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
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#ifndef fixed
|
||||
#define fixed half
|
||||
#endif
|
||||
#ifndef fixed2
|
||||
#define fixed2 half2
|
||||
#endif
|
||||
#ifndef fixed3
|
||||
#define fixed3 half3
|
||||
#endif
|
||||
#ifndef fixed4
|
||||
#define fixed4 half4
|
||||
#endif
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
float4 mask : TEXCOORD2;
|
||||
float4 screenPosition : TEXCOORD3;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
TEXTURE2D_X(_BansonicUIBlurSourceTex);
|
||||
SAMPLER(sampler_BansonicUIBlurSourceTex);
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
float4 _MainTex_ST;
|
||||
float4 _BansonicUIBlurSourceTex_TexelSize;
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
float _BlurRadius;
|
||||
float _BlurSpread;
|
||||
float _BackgroundOpacity;
|
||||
float _TintStrength;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
|
||||
OUT.worldPosition = v.vertex;
|
||||
OUT.vertex = TransformObjectToHClip(v.vertex.xyz);
|
||||
OUT.screenPosition = OUT.vertex;
|
||||
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
|
||||
float2 pixelSize = OUT.vertex.w;
|
||||
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
OUT.mask = float4(
|
||||
v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw,
|
||||
0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))
|
||||
);
|
||||
|
||||
OUT.color = v.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 SampleBlurredBackground(float2 screenUV, float blurRadius)
|
||||
{
|
||||
screenUV = UnityStereoTransformScreenSpaceTex(screenUV);
|
||||
screenUV = saturate(screenUV);
|
||||
|
||||
float2 texel = _BansonicUIBlurSourceTex_TexelSize.xy * blurRadius * _BlurSpread;
|
||||
float2 clampMin = _BansonicUIBlurSourceTex_TexelSize.xy * 0.5;
|
||||
float2 clampMax = 1.0 - clampMin;
|
||||
|
||||
#define SAMPLE_BG(uv) SAMPLE_TEXTURE2D_X(_BansonicUIBlurSourceTex, sampler_BansonicUIBlurSourceTex, clamp((uv), clampMin, clampMax))
|
||||
|
||||
half4 sum = SAMPLE_BG(screenUV) * 4.0h;
|
||||
|
||||
sum += SAMPLE_BG(screenUV + float2( texel.x, 0)) * 2.0h;
|
||||
sum += SAMPLE_BG(screenUV + float2(-texel.x, 0)) * 2.0h;
|
||||
sum += SAMPLE_BG(screenUV + float2(0, texel.y)) * 2.0h;
|
||||
sum += SAMPLE_BG(screenUV + float2(0, -texel.y)) * 2.0h;
|
||||
|
||||
sum += SAMPLE_BG(screenUV + float2( texel.x, texel.y));
|
||||
sum += SAMPLE_BG(screenUV + float2(-texel.x, texel.y));
|
||||
sum += SAMPLE_BG(screenUV + float2( texel.x, -texel.y));
|
||||
sum += SAMPLE_BG(screenUV + float2(-texel.x, -texel.y));
|
||||
|
||||
float2 texel2 = texel * 2.0;
|
||||
sum += SAMPLE_BG(screenUV + float2( texel2.x, 0));
|
||||
sum += SAMPLE_BG(screenUV + float2(-texel2.x, 0));
|
||||
sum += SAMPLE_BG(screenUV + float2(0, texel2.y));
|
||||
sum += SAMPLE_BG(screenUV + float2(0, -texel2.y));
|
||||
|
||||
#undef SAMPLE_BG
|
||||
|
||||
return sum / 20.0h;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
const half alphaPrecision = half(0xff);
|
||||
const half invAlphaPrecision = half(1.0 / alphaPrecision);
|
||||
IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
|
||||
|
||||
fixed4 spriteSample = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
float2 screenUV = GetNormalizedScreenSpaceUV(IN.vertex);
|
||||
half4 blurred = SampleBlurredBackground(screenUV, max(_BlurRadius, 0.0001));
|
||||
|
||||
half3 tint = lerp(half3(1, 1, 1), saturate(spriteSample.rgb), _TintStrength);
|
||||
half4 color;
|
||||
color.rgb = blurred.rgb * tint;
|
||||
color.a = spriteSample.a * _BackgroundOpacity;
|
||||
|
||||
#ifdef UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||
color.a *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip(color.a - 0.001);
|
||||
#endif
|
||||
|
||||
color.rgb *= color.a;
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
Fallback Off
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d7f0b51d62b4f5b8aa1d4c9342f7f1a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -158,7 +158,7 @@ Shader "UI/Soft Shadow"
|
||||
fixed4 src = SampleSprite(contentUv, IN.color);
|
||||
|
||||
float shadowAlpha = SampleShadowAlpha(contentUv, IN.color.a) * _ShadowColor.a;
|
||||
fixed3 shadowRgb = _ShadowColor.rgb * shadowAlpha;
|
||||
; fixed3 shadowRgb = _ShadowColor.rgb * shadowAlpha;
|
||||
|
||||
fixed4 col;
|
||||
col.a = src.a + shadowAlpha * (1.0 - src.a);
|
||||
|
||||
Reference in New Issue
Block a user