204 lines
7.3 KiB
GLSL
204 lines
7.3 KiB
GLSL
Shader "UI/Glowy 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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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 1
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_Direction ("Direction", Range(0, 1)) = 0
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[HDR] _DissolveColor ("Dissolve Color", Color) = (2,0,6,1)
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_DissolveColorOpacity ("Dissolve Color Opacity", Range(0, 1)) = 0.8
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_EdgeWidth ("Edge Width", Range(0.001, 0.5)) = 0.08
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_BlockCountX ("Block Count X", Range(1, 256)) = 40
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_BlockCountY ("Block Count Y", Range(1, 256)) = 14
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_GlowIntensity ("Glow Intensity", Range(0, 8)) = 1.5
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_GlitchJitter ("Glitch Jitter", Range(0, 0.5)) = 0.12
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_GlitchStripeIntensity ("Glitch Stripe Intensity", Range(0, 1)) = 0.2
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_GlitchRgbSplit ("Glitch RGB Split", Range(0, 0.1)) = 0.015
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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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Stencil
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{
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Ref [_Stencil]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOp]
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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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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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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 3.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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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 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 mask : TEXCOORD2;
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float2 localPos : TEXCOORD3;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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float _DissolveAmount;
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float _Direction;
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float4 _DissolveColor;
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float _DissolveColorOpacity;
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float _EdgeWidth;
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float _BlockCountX;
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float _BlockCountY;
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float _GlowIntensity;
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float _GlitchJitter;
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float _GlitchStripeIntensity;
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float _GlitchRgbSplit;
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float Hash21(float2 p)
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{
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p = frac(p * float2(123.34, 345.45));
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p += dot(p, p + 34.345);
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return frac(p.x * p.y);
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}
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float Noise2D(float2 uv)
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{
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float2 i = floor(uv);
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float2 f = frac(uv);
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float a = Hash21(i);
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float b = Hash21(i + float2(1, 0));
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float c = Hash21(i + float2(0, 1));
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float d = Hash21(i + float2(1, 1));
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float2 u = f * f * (3.0 - 2.0 * f);
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return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y);
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}
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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float4 vPosition = UnityObjectToClipPos(v.vertex);
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OUT.worldPosition = v.vertex;
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OUT.vertex = vPosition;
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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OUT.localPos = v.vertex.xy;
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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OUT.mask = float4(
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v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw,
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0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))
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);
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OUT.color = v.color * _Color;
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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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float dir = step(0.5, _Direction);
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float2 directedUv = float2(lerp(IN.texcoord.x, 1.0 - IN.texcoord.x, dir), IN.texcoord.y);
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float2 blockCoord = floor(directedUv * float2(max(1.0, _BlockCountX), max(1.0, _BlockCountY)));
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float blockNoise = Hash21(blockCoord);
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float rowNoise = Hash21(float2(floor(directedUv.y * max(1.0, _BlockCountY)), floor(_DissolveAmount * 64.0)));
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float stripeNoise = Hash21(float2(floor(directedUv.y * max(2.0, _BlockCountY * 0.5)), 17.0));
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float front = saturate(_DissolveAmount + (blockNoise - 0.5) * _GlitchJitter);
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float bandWidth = max(_EdgeWidth, 0.001);
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float edgeBand = saturate(1.0 - abs(directedUv.x - front) / bandWidth);
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float stripeOffset = (stripeNoise - 0.5) * _GlitchStripeIntensity * edgeBand;
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float2 glitchOffset = float2(((rowNoise - 0.5) * _GlitchJitter * 0.35 + stripeOffset) * edgeBand, 0.0);
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float2 sampleUv = IN.texcoord + glitchOffset;
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fixed4 baseTex;
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baseTex.r = tex2D(_MainTex, sampleUv + float2(_GlitchRgbSplit * edgeBand, 0)).r;
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baseTex.g = tex2D(_MainTex, sampleUv).g;
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baseTex.b = tex2D(_MainTex, sampleUv - float2(_GlitchRgbSplit * edgeBand, 0)).b;
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baseTex.a = tex2D(_MainTex, sampleUv).a;
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baseTex += _TextureSampleAdd;
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fixed4 color = baseTex * IN.color;
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float visible = step(directedUv.x, front);
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float edge = smoothstep(front - bandWidth, front, directedUv.x) * visible;
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float glowMask = edge * _DissolveColorOpacity;
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color.a *= visible;
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color.rgb = lerp(color.rgb, _DissolveColor.rgb * _GlowIntensity, glowMask);
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#ifdef UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color.a *= m.x * m.y;
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
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#endif
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color.rgb *= color.a;
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return color;
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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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