Files
bansonic_beta_main/Assets/Shaders/BansonicSpriteVerticalGlowOnly.shader
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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
}
}
}