158 lines
6.0 KiB
Plaintext
158 lines
6.0 KiB
Plaintext
Shader "Bansonic/Sprite Vertical Glow Only"
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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) = (0.75,0.95,1,1)
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_Threshold ("Alpha Threshold", Range(0, 1)) = 0.08
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_Intensity ("Glow Intensity", Range(0, 12)) = 3
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_GlowRadius ("Edge Radius (Texels)", Range(0, 24)) = 4
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_ExpandX ("Horizontal Expand", Range(0, 1)) = 0.08
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_ExpandYBottom ("Bottom Expand", Range(0, 1)) = 0.03
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_ExpandYTop ("Top Expand", Range(0, 6)) = 2.2
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_VerticalStart ("Vertical Start", Range(0, 1)) = 0.1
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_BottomFade ("Bottom Fade", Range(0, 1)) = 0.15
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_CoreSuppress ("Core Suppress", Range(0, 1)) = 0.75
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_SidePower ("Side Power", Range(0.5, 6)) = 1.8
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_TopPower ("Top Power", Range(0.5, 6)) = 2.0
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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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"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 One
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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 vert
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#pragma fragment frag
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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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half _ExpandX;
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half _ExpandYBottom;
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half _ExpandYTop;
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half _VerticalStart;
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half _BottomFade;
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half _CoreSuppress;
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half _SidePower;
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half _TopPower;
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CBUFFER_END
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Varyings vert(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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float2 uv = input.uv;
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float2 sign2 = float2(uv.x < 0.5 ? -1.0 : 1.0, uv.y < 0.5 ? -1.0 : 1.0);
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float yExpand = lerp((float)_ExpandYBottom, (float)_ExpandYTop, uv.y);
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input.positionOS.xy += float2(sign2.x * _ExpandX, sign2.y * yExpand);
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output.positionCS = TransformObjectToHClip(input.positionOS);
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output.uv = 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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float SampleAlpha(float2 uv, half4 tint)
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{
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half4 c = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * tint;
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return saturate((c.a - _Threshold) / max(1e-4, 1.0 - _Threshold));
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}
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float EdgeField(float2 uv, half4 tint)
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{
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float2 texel = _MainTex_TexelSize.xy * max((float)_GlowRadius, 0.0001);
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float c = SampleAlpha(uv, tint);
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float n = SampleAlpha(uv + texel * float2(0, 1), tint);
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float s = SampleAlpha(uv + texel * float2(0, -1), tint);
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float e = SampleAlpha(uv + texel * float2(1, 0), tint);
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float w = SampleAlpha(uv + texel * float2(-1, 0), tint);
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float ne = SampleAlpha(uv + texel * float2(1, 1), tint);
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float nw = SampleAlpha(uv + texel * float2(-1, 1), tint);
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float se = SampleAlpha(uv + texel * float2(1, -1), tint);
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float sw = SampleAlpha(uv + texel * float2(-1, -1), tint);
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float dilated = max(max(max(n, s), max(e, w)), max(max(ne, nw), max(se, sw)));
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return saturate(dilated - c);
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}
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half4 frag(Varyings input) : SV_Target
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{
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half4 tint = input.color;
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float a = SampleAlpha(input.uv, tint);
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float edge = EdgeField(input.uv, tint);
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float side = smoothstep(0.30, 0.50, abs(input.uv.x - 0.5) * 2.0);
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float vertical = smoothstep(_VerticalStart, 1.0, input.uv.y);
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float top = pow(saturate(input.uv.y), _TopPower);
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float bottomFade = lerp(1.0, _BottomFade, saturate(1.0 - input.uv.y));
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float glowMask = max(edge * 2.5, side * vertical * top);
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glowMask *= bottomFade;
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glowMask *= (1.0 - a * _CoreSuppress);
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half alpha = saturate(glowMask * _Intensity);
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half3 rgb = _GlowColor.rgb * alpha * _GlowColor.a;
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return half4(rgb, alpha);
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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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