ui基本完毕,修了一大把的bug
This commit is contained in:
@@ -0,0 +1,101 @@
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Shader "Bansonic/Sprite Dissolve"
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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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_NoiseTex ("Noise Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
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_EdgeWidth ("Edge Width", Range(0.001, 0.5)) = 0.08
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_EdgeColor ("Edge Color", Color) = (1,0.6,0.1,1)
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_EdgeEmission ("Edge Emission", Range(0, 5)) = 1.5
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_NoiseTiling ("Noise Tiling", Vector) = (1,1,0,0)
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_NoiseOffset ("Noise Offset", Vector) = (0,0,0,0)
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[MaterialToggle] PixelSnap ("Pixel Snap", 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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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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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 Off
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Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile _ PIXELSNAP_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 uv : TEXCOORD0;
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float2 noiseUV : TEXCOORD1;
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};
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sampler2D _MainTex;
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sampler2D _NoiseTex;
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fixed4 _Color;
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fixed4 _EdgeColor;
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float _DissolveAmount;
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float _EdgeWidth;
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float _EdgeEmission;
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float4 _NoiseTiling;
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float4 _NoiseOffset;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.uv = IN.texcoord;
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OUT.noiseUV = IN.texcoord * _NoiseTiling.xy + _NoiseOffset.xy;
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OUT.color = IN.color * _Color;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap(OUT.vertex);
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#endif
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 baseCol = tex2D(_MainTex, IN.uv) * IN.color;
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float noise = tex2D(_NoiseTex, IN.noiseUV).r;
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float edgeStart = _DissolveAmount - _EdgeWidth;
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clip(noise - _DissolveAmount);
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float edgeMask = 1.0 - saturate((noise - edgeStart) / max(_EdgeWidth, 0.0001));
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fixed3 edgeGlow = _EdgeColor.rgb * edgeMask * _EdgeEmission;
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fixed4 col;
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col.rgb = baseCol.rgb + edgeGlow;
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col.a = baseCol.a;
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return col;
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}
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ENDCG
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 51020fbc556abc5409c7a2e0c521054f
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ShaderImporter:
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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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@@ -37,8 +37,8 @@ Material:
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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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- _Intensity: 0
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- _Threshold: 0
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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 +1,132 @@
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Shader "Bansonic/Sprite Light Curtain"
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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) = (0.55,0.85,1,1)
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_Opacity ("Opacity", Range(0, 1)) = 1
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_EmissionIntensity ("Emission Intensity", Range(0, 12)) = 3.5
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_EdgeSoftness ("Edge Softness", Range(0.001, 1)) = 0.18
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_RiseSpeed ("Rise Speed", Range(0, 6)) = 0.8
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_BandWidth ("Moving Band Width", Range(0.01, 0.5)) = 0.12
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_BandIntensity ("Moving Band Intensity", Range(0, 6)) = 1.5
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_ScanDirection ("Scan Direction", Range(-1, 1)) = 1
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_CurtainAlpha ("Curtain Alpha", Range(0, 2)) = 0.9
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_EdgeFeather ("Edge Feather", Range(0.001, 0.5)) = 0.08
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_BandFeather ("Band Feather", Range(0.001, 0.5)) = 0.12
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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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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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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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CBUFFER_START(UnityPerMaterial)
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half4 _Color;
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half4 _GlowColor;
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half _Opacity;
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half _EmissionIntensity;
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half _EdgeSoftness;
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half _RiseSpeed;
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half _BandWidth;
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half _BandIntensity;
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half _ScanDirection;
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half _CurtainAlpha;
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half _EdgeFeather;
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half _BandFeather;
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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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half4 SpriteFragment(Varyings input) : SV_Target
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{
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half4 src = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color;
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half spriteMask = smoothstep(0.0h, max(1e-4h, _EdgeFeather), src.a);
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half alpha = saturate(spriteMask * _Opacity);
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float y = saturate(input.uv.y);
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float scanAxis = lerp(1.0 - y, y, step(0.0, _ScanDirection));
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float rise = frac(_Time.y * _RiseSpeed);
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float bandDistance = abs(scanAxis - rise);
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float front = 1.0 - smoothstep(0.0, max(1e-4, _BandFeather), bandDistance);
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float trail = smoothstep(0.0, max(1e-4, _BandWidth), scanAxis - rise);
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float oneWayFill = saturate(front * trail);
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float movingBand = 1.0 - saturate(abs(scanAxis - rise) / max(1e-4, _BandWidth));
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movingBand = smoothstep(0.0, 1.0, movingBand);
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movingBand = pow(saturate(movingBand), 1.2) * _BandIntensity;
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float curtain = saturate((oneWayFill + movingBand) * spriteMask);
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half glowAlpha = saturate(curtain * alpha * _CurtainAlpha);
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half3 emission = _GlowColor.rgb * curtain * _EmissionIntensity * alpha * _GlowColor.a;
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half3 rgb = emission;
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return half4(rgb, glowAlpha);
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}
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ENDHLSL
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 4e7a7fbf7bbf4df8a5a5cc8d3cc0f001
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ShaderImporter:
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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 +1,48 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: BansonicSpriteOutline
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m_Shader: {fileID: 4800000, guid: 72af55b3f6e84f299ef8f3b6630b4f7a, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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||||
m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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||||
stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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||||
m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _AlphaTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- PixelSnap: 0
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- _AlphaThreshold: 0.1
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- _EnableExternalAlpha: 0
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- _InnerOutline: 0
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- _OutlineOpacity: 1
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- _OutlineThickness: 1
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- _SpriteAlpha: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
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- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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||||
m_AllowLocking: 1
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 64adadc086ca44be8c3f4f7f01f162c1
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,284 @@
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Shader "Bansonic/Sprite Outline"
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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]_OutlineColor ("Outline Color", Color) = (1,1,1,1)
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_OutlineThickness ("Outline Thickness", Range(0, 12)) = 1
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_AlphaThreshold ("Alpha Threshold", Range(0, 1)) = 0.1
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_OutlineOpacity ("Outline Opacity", Range(0, 1)) = 1
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_InnerOutline ("Inner Outline Blend", Range(0, 1)) = 0
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_SpriteAlpha ("Sprite Alpha", Range(0, 1)) = 1
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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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||||
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struct Varyings
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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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||||
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CBUFFER_START(UnityPerMaterial)
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half4 _Color;
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||||
half4 _OutlineColor;
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half _OutlineThickness;
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half _AlphaThreshold;
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half _OutlineOpacity;
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half _InnerOutline;
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half _SpriteAlpha;
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||||
CBUFFER_END
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||||
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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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||||
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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;
|
||||
}
|
||||
|
||||
half SampleAlpha(float2 uv, half4 tint)
|
||||
{
|
||||
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * tint;
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||||
return tex.a;
|
||||
}
|
||||
|
||||
half ComputeOuterMask(float2 uv, half4 tint)
|
||||
{
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||||
float2 texel = _MainTex_TexelSize.xy * max(_OutlineThickness, 0.001h);
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||||
half center = SampleAlpha(uv, tint);
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||||
half maxNeighbor = 0h;
|
||||
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 1.0, 0.0), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-1.0, 0.0), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.0, 1.0), tint));
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||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.0, -1.0), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.7071, 0.7071), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-0.7071, 0.7071), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.7071, -0.7071), tint));
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||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-0.7071, -0.7071), tint));
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||||
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||||
half centerMask = step(_AlphaThreshold, center);
|
||||
half neighborMask = step(_AlphaThreshold, maxNeighbor);
|
||||
return saturate(neighborMask - centerMask);
|
||||
}
|
||||
|
||||
half ComputeInnerMask(float2 uv, half4 tint)
|
||||
{
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||||
float2 texel = _MainTex_TexelSize.xy * max(_OutlineThickness, 0.001h);
|
||||
half center = SampleAlpha(uv, tint);
|
||||
half minNeighbor = 1h;
|
||||
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 1.0, 0.0), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-1.0, 0.0), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.0, 1.0), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.0, -1.0), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.7071, 0.7071), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-0.7071, 0.7071), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.7071, -0.7071), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-0.7071, -0.7071), tint));
|
||||
|
||||
half centerMask = step(_AlphaThreshold, center);
|
||||
half neighborMask = step(_AlphaThreshold, minNeighbor);
|
||||
return saturate(centerMask - neighborMask);
|
||||
}
|
||||
|
||||
half4 SpriteFragment(Varyings input) : SV_Target
|
||||
{
|
||||
half4 baseSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color;
|
||||
half outerMask = ComputeOuterMask(input.uv, input.color);
|
||||
half innerMask = ComputeInnerMask(input.uv, input.color);
|
||||
half outlineMask = saturate(lerp(outerMask, max(outerMask, innerMask), _InnerOutline)) * _OutlineOpacity;
|
||||
|
||||
half4 color = baseSample;
|
||||
color.rgb *= _SpriteAlpha;
|
||||
color.a *= _SpriteAlpha;
|
||||
|
||||
color.rgb = lerp(color.rgb, _OutlineColor.rgb, outlineMask * _OutlineColor.a);
|
||||
color.a = saturate(color.a + outlineMask * _OutlineColor.a);
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
|
||||
HLSLPROGRAM
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
|
||||
|
||||
#pragma vertex SpriteVertex
|
||||
#pragma fragment SpriteFragment
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ SKINNED_SPRITE
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_SKINNED_VERTEX_INPUTS
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
half4 color : COLOR;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
TEXTURE2D(_MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
float4 _MainTex_TexelSize;
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
half4 _Color;
|
||||
half4 _OutlineColor;
|
||||
half _OutlineThickness;
|
||||
half _AlphaThreshold;
|
||||
half _OutlineOpacity;
|
||||
half _InnerOutline;
|
||||
half _SpriteAlpha;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings SpriteVertex(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
UNITY_SKINNED_VERTEX_COMPUTE(input);
|
||||
|
||||
SetUpSpriteInstanceProperties();
|
||||
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
|
||||
output.positionCS = TransformObjectToHClip(input.positionOS);
|
||||
output.uv = input.uv;
|
||||
output.color = input.color * _Color * unity_SpriteColor;
|
||||
return output;
|
||||
}
|
||||
|
||||
half SampleAlpha(float2 uv, half4 tint)
|
||||
{
|
||||
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * tint;
|
||||
return tex.a;
|
||||
}
|
||||
|
||||
half ComputeOuterMask(float2 uv, half4 tint)
|
||||
{
|
||||
float2 texel = _MainTex_TexelSize.xy * max(_OutlineThickness, 0.001h);
|
||||
half center = SampleAlpha(uv, tint);
|
||||
half maxNeighbor = 0h;
|
||||
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 1.0, 0.0), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-1.0, 0.0), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.0, 1.0), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.0, -1.0), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.7071, 0.7071), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-0.7071, 0.7071), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.7071, -0.7071), tint));
|
||||
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-0.7071, -0.7071), tint));
|
||||
|
||||
half centerMask = step(_AlphaThreshold, center);
|
||||
half neighborMask = step(_AlphaThreshold, maxNeighbor);
|
||||
return saturate(neighborMask - centerMask);
|
||||
}
|
||||
|
||||
half ComputeInnerMask(float2 uv, half4 tint)
|
||||
{
|
||||
float2 texel = _MainTex_TexelSize.xy * max(_OutlineThickness, 0.001h);
|
||||
half center = SampleAlpha(uv, tint);
|
||||
half minNeighbor = 1h;
|
||||
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 1.0, 0.0), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-1.0, 0.0), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.0, 1.0), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.0, -1.0), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.7071, 0.7071), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-0.7071, 0.7071), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.7071, -0.7071), tint));
|
||||
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-0.7071, -0.7071), tint));
|
||||
|
||||
half centerMask = step(_AlphaThreshold, center);
|
||||
half neighborMask = step(_AlphaThreshold, minNeighbor);
|
||||
return saturate(centerMask - neighborMask);
|
||||
}
|
||||
|
||||
half4 SpriteFragment(Varyings input) : SV_Target
|
||||
{
|
||||
half4 baseSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color;
|
||||
half outerMask = ComputeOuterMask(input.uv, input.color);
|
||||
half innerMask = ComputeInnerMask(input.uv, input.color);
|
||||
half outlineMask = saturate(lerp(outerMask, max(outerMask, innerMask), _InnerOutline)) * _OutlineOpacity;
|
||||
|
||||
half4 color = baseSample;
|
||||
color.rgb *= _SpriteAlpha;
|
||||
color.a *= _SpriteAlpha;
|
||||
|
||||
color.rgb = lerp(color.rgb, _OutlineColor.rgb, outlineMask * _OutlineColor.a);
|
||||
color.a = saturate(color.a + outlineMask * _OutlineColor.a);
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "Sprites/Default"
|
||||
}
|
||||
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fileFormatVersion: 2
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guid: 72af55b3f6e84f299ef8f3b6630b4f7a
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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 +1,53 @@
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%YAML 1.1
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m_PrefabAsset: {fileID: 0}
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m_Name: BansonicSpriteVerticalGlow
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m_Ints: []
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m_Floats:
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- PixelSnap: 0
|
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- _GlowCoreFade: 0.943
|
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- _GlowHeightBottom: 0.12
|
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- _GlowHeightTop: 2.55
|
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- _GlowRadius: 2.9
|
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- _GlowWidth: 0.697
|
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- _Intensity: 7.26
|
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- _SidePower: 3.77
|
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- _Threshold: 0.226
|
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- _VerticalPower: 2
|
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- _VerticalStart: 0.15
|
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m_Colors:
|
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- _Color: {r: 1, g: 1, b: 1, a: 1}
|
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|
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- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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%YAML 1.1
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m_PrefabAsset: {fileID: 0}
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
|
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m_Ints: []
|
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m_Floats:
|
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- PixelSnap: 0
|
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- _BottomFade: 0.513
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- _CoreSuppress: 0.75
|
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- _EnableExternalAlpha: 0
|
||||
- _ExpandX: 0.08
|
||||
- _ExpandYBottom: 0.011
|
||||
- _ExpandYTop: 2.2
|
||||
- _GlowRadius: 9.01
|
||||
- _Intensity: 1.1
|
||||
- _SidePower: 2.12
|
||||
- _Threshold: 0
|
||||
- _TopPower: 3.45
|
||||
- _VerticalStart: 0.1
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _GlowColor: {r: 0.75, g: 0.95, b: 1, a: 1}
|
||||
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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assetBundleVariant:
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|
||||
Shader "Bansonic/Sprite Vertical Glow Only"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[HideInInspector] _Color ("Tint", Color) = (1,1,1,1)
|
||||
[HideInInspector] PixelSnap ("Pixel snap", Float) = 0
|
||||
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
|
||||
[HideInInspector] _AlphaTex ("External Alpha", 2D) = "white" {}
|
||||
[HideInInspector] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
|
||||
|
||||
[HDR]_GlowColor ("Glow Color", Color) = (0.75,0.95,1,1)
|
||||
_Threshold ("Alpha Threshold", Range(0, 1)) = 0.08
|
||||
_Intensity ("Glow Intensity", Range(0, 12)) = 3
|
||||
_GlowRadius ("Edge Radius (Texels)", Range(0, 24)) = 4
|
||||
_ExpandX ("Horizontal Expand", Range(0, 1)) = 0.08
|
||||
_ExpandYBottom ("Bottom Expand", Range(0, 1)) = 0.03
|
||||
_ExpandYTop ("Top Expand", Range(0, 6)) = 2.2
|
||||
_VerticalStart ("Vertical Start", Range(0, 1)) = 0.1
|
||||
_BottomFade ("Bottom Fade", Range(0, 1)) = 0.15
|
||||
_CoreSuppress ("Core Suppress", Range(0, 1)) = 0.75
|
||||
_SidePower ("Side Power", Range(0.5, 6)) = 1.8
|
||||
_TopPower ("Top Power", Range(0.5, 6)) = 2.0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"RenderType" = "Transparent"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"CanUseSpriteAtlas" = "True"
|
||||
}
|
||||
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend One One
|
||||
|
||||
Pass
|
||||
{
|
||||
Tags { "LightMode" = "Universal2D" }
|
||||
|
||||
HLSLPROGRAM
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ SKINNED_SPRITE
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_SKINNED_VERTEX_INPUTS
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
half4 color : COLOR;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
TEXTURE2D(_MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
float4 _MainTex_TexelSize;
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
half4 _Color;
|
||||
half4 _GlowColor;
|
||||
half _Threshold;
|
||||
half _Intensity;
|
||||
half _GlowRadius;
|
||||
half _ExpandX;
|
||||
half _ExpandYBottom;
|
||||
half _ExpandYTop;
|
||||
half _VerticalStart;
|
||||
half _BottomFade;
|
||||
half _CoreSuppress;
|
||||
half _SidePower;
|
||||
half _TopPower;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
UNITY_SKINNED_VERTEX_COMPUTE(input);
|
||||
|
||||
SetUpSpriteInstanceProperties();
|
||||
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
|
||||
|
||||
float2 uv = input.uv;
|
||||
float2 sign2 = float2(uv.x < 0.5 ? -1.0 : 1.0, uv.y < 0.5 ? -1.0 : 1.0);
|
||||
float yExpand = lerp((float)_ExpandYBottom, (float)_ExpandYTop, uv.y);
|
||||
input.positionOS.xy += float2(sign2.x * _ExpandX, sign2.y * yExpand);
|
||||
|
||||
output.positionCS = TransformObjectToHClip(input.positionOS);
|
||||
output.uv = uv;
|
||||
output.color = input.color * _Color * unity_SpriteColor;
|
||||
return output;
|
||||
}
|
||||
|
||||
float SampleAlpha(float2 uv, half4 tint)
|
||||
{
|
||||
half4 c = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * tint;
|
||||
return saturate((c.a - _Threshold) / max(1e-4, 1.0 - _Threshold));
|
||||
}
|
||||
|
||||
float EdgeField(float2 uv, half4 tint)
|
||||
{
|
||||
float2 texel = _MainTex_TexelSize.xy * max((float)_GlowRadius, 0.0001);
|
||||
float c = SampleAlpha(uv, tint);
|
||||
float n = SampleAlpha(uv + texel * float2(0, 1), tint);
|
||||
float s = SampleAlpha(uv + texel * float2(0, -1), tint);
|
||||
float e = SampleAlpha(uv + texel * float2(1, 0), tint);
|
||||
float w = SampleAlpha(uv + texel * float2(-1, 0), tint);
|
||||
float ne = SampleAlpha(uv + texel * float2(1, 1), tint);
|
||||
float nw = SampleAlpha(uv + texel * float2(-1, 1), tint);
|
||||
float se = SampleAlpha(uv + texel * float2(1, -1), tint);
|
||||
float sw = SampleAlpha(uv + texel * float2(-1, -1), tint);
|
||||
|
||||
float dilated = max(max(max(n, s), max(e, w)), max(max(ne, nw), max(se, sw)));
|
||||
return saturate(dilated - c);
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
half4 tint = input.color;
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Reference in New Issue
Block a user