ui基本完毕,修了一大把的bug

This commit is contained in:
FloatGaming
2026-07-13 02:28:39 +08:00
parent 1e20d73e90
commit fd22501f71
958 changed files with 378289 additions and 41038 deletions
@@ -0,0 +1,101 @@
Shader "Bansonic/Sprite Dissolve"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_NoiseTex ("Noise Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
_EdgeWidth ("Edge Width", Range(0.001, 0.5)) = 0.08
_EdgeColor ("Edge Color", Color) = (1,0.6,0.1,1)
_EdgeEmission ("Edge Emission", Range(0, 5)) = 1.5
_NoiseTiling ("Noise Tiling", Vector) = (1,1,0,0)
_NoiseOffset ("Noise Offset", Vector) = (0,0,0,0)
[MaterialToggle] PixelSnap ("Pixel Snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float2 noiseUV : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _NoiseTex;
fixed4 _Color;
fixed4 _EdgeColor;
float _DissolveAmount;
float _EdgeWidth;
float _EdgeEmission;
float4 _NoiseTiling;
float4 _NoiseOffset;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.uv = IN.texcoord;
OUT.noiseUV = IN.texcoord * _NoiseTiling.xy + _NoiseOffset.xy;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 baseCol = tex2D(_MainTex, IN.uv) * IN.color;
float noise = tex2D(_NoiseTex, IN.noiseUV).r;
float edgeStart = _DissolveAmount - _EdgeWidth;
clip(noise - _DissolveAmount);
float edgeMask = 1.0 - saturate((noise - edgeStart) / max(_EdgeWidth, 0.0001));
fixed3 edgeGlow = _EdgeColor.rgb * edgeMask * _EdgeEmission;
fixed4 col;
col.rgb = baseCol.rgb + edgeGlow;
col.a = baseCol.a;
return col;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
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@@ -37,8 +37,8 @@ Material:
- _AlphaClip: 0.001
- _EnableExternalAlpha: 0
- _GlowRadius: 0
- _Intensity: 0.0245
- _Threshold: 0.08
- _Intensity: 0
- _Threshold: 0
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _GlowColor: {r: 2.0026178, g: 2.0026178, b: 2.0026178, a: 1}
@@ -0,0 +1,132 @@
Shader "Bansonic/Sprite Light Curtain"
{
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) = (0.55,0.85,1,1)
_Opacity ("Opacity", Range(0, 1)) = 1
_EmissionIntensity ("Emission Intensity", Range(0, 12)) = 3.5
_EdgeSoftness ("Edge Softness", Range(0.001, 1)) = 0.18
_RiseSpeed ("Rise Speed", Range(0, 6)) = 0.8
_BandWidth ("Moving Band Width", Range(0.01, 0.5)) = 0.12
_BandIntensity ("Moving Band Intensity", Range(0, 6)) = 1.5
_ScanDirection ("Scan Direction", Range(-1, 1)) = 1
_CurtainAlpha ("Curtain Alpha", Range(0, 2)) = 0.9
_EdgeFeather ("Edge Feather", Range(0.001, 0.5)) = 0.08
_BandFeather ("Band Feather", Range(0.001, 0.5)) = 0.12
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"CanUseSpriteAtlas" = "True"
}
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
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 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);
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _GlowColor;
half _Opacity;
half _EmissionIntensity;
half _EdgeSoftness;
half _RiseSpeed;
half _BandWidth;
half _BandIntensity;
half _ScanDirection;
half _CurtainAlpha;
half _EdgeFeather;
half _BandFeather;
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;
}
half4 SpriteFragment(Varyings input) : SV_Target
{
half4 src = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color;
half spriteMask = smoothstep(0.0h, max(1e-4h, _EdgeFeather), src.a);
half alpha = saturate(spriteMask * _Opacity);
float y = saturate(input.uv.y);
float scanAxis = lerp(1.0 - y, y, step(0.0, _ScanDirection));
float rise = frac(_Time.y * _RiseSpeed);
float bandDistance = abs(scanAxis - rise);
float front = 1.0 - smoothstep(0.0, max(1e-4, _BandFeather), bandDistance);
float trail = smoothstep(0.0, max(1e-4, _BandWidth), scanAxis - rise);
float oneWayFill = saturate(front * trail);
float movingBand = 1.0 - saturate(abs(scanAxis - rise) / max(1e-4, _BandWidth));
movingBand = smoothstep(0.0, 1.0, movingBand);
movingBand = pow(saturate(movingBand), 1.2) * _BandIntensity;
float curtain = saturate((oneWayFill + movingBand) * spriteMask);
half glowAlpha = saturate(curtain * alpha * _CurtainAlpha);
half3 emission = _GlowColor.rgb * curtain * _EmissionIntensity * alpha * _GlowColor.a;
half3 rgb = emission;
return half4(rgb, glowAlpha);
}
ENDHLSL
}
}
}
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@@ -0,0 +1,48 @@
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m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: BansonicSpriteOutline
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- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- PixelSnap: 0
- _AlphaThreshold: 0.1
- _EnableExternalAlpha: 0
- _InnerOutline: 0
- _OutlineOpacity: 1
- _OutlineThickness: 1
- _SpriteAlpha: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
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@@ -0,0 +1,284 @@
Shader "Bansonic/Sprite Outline"
{
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]_OutlineColor ("Outline Color", Color) = (1,1,1,1)
_OutlineThickness ("Outline Thickness", Range(0, 12)) = 1
_AlphaThreshold ("Alpha Threshold", Range(0, 1)) = 0.1
_OutlineOpacity ("Outline Opacity", Range(0, 1)) = 1
_InnerOutline ("Inner Outline Blend", Range(0, 1)) = 0
_SpriteAlpha ("Sprite Alpha", Range(0, 1)) = 1
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"CanUseSpriteAtlas" = "True"
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Off
ZWrite Off
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 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
}
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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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- PixelSnap: 0
- _EnableExternalAlpha: 0
- _GlowCoreFade: 0.943
- _GlowHeightBottom: 0.12
- _GlowHeightTop: 2.55
- _GlowRadius: 2.9
- _GlowWidth: 0.697
- _Intensity: 7.26
- _SidePower: 3.77
- _Threshold: 0.226
- _VerticalPower: 2
- _VerticalStart: 0.15
m_Colors:
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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;
float a = SampleAlpha(input.uv, tint);
float edge = EdgeField(input.uv, tint);
float side = smoothstep(0.30, 0.50, abs(input.uv.x - 0.5) * 2.0);
float vertical = smoothstep(_VerticalStart, 1.0, input.uv.y);
float top = pow(saturate(input.uv.y), _TopPower);
float bottomFade = lerp(1.0, _BottomFade, saturate(1.0 - input.uv.y));
float glowMask = max(edge * 2.5, side * vertical * top);
glowMask *= bottomFade;
glowMask *= (1.0 - a * _CoreSuppress);
half alpha = saturate(glowMask * _Intensity);
half3 rgb = _GlowColor.rgb * alpha * _GlowColor.a;
return half4(rgb, alpha);
}
ENDHLSL
}
}
}
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