Import AllIn1SpriteShader

This commit is contained in:
henriquenakashima 2020-09-24 23:30:44 -04:00
parent 73557e3bbe
commit 4d817ea88a
87 changed files with 8553 additions and 0 deletions

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using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(AllIn1Shader)), CanEditMultipleObjects]
public class AllIn1ShaderScriptEditor : Editor
{
public override void OnInspectorGUI()
{
Texture2D imageInspector = (Texture2D)AssetDatabase.LoadAssetAtPath("Assets/AllIn1SpriteShader/Textures/CustomEditorImage.png", typeof(Texture2D));
if (imageInspector)
{
Rect rect;
float imageHeight = imageInspector.height;
float imageWidth = imageInspector.width;
float aspectRatio = imageHeight / imageWidth;
rect = GUILayoutUtility.GetRect(imageHeight, aspectRatio * Screen.width);
EditorGUI.DrawTextureTransparent(rect, imageInspector);
}
AllIn1Shader myScript = (AllIn1Shader)target;
if (GUILayout.Button("Deactivate All Effects"))
{
for (int i = 0; i < targets.Length; i++)
{
(targets[i] as AllIn1Shader).ClearAllKeywords();
}
}
if (GUILayout.Button("New Clean Material"))
{
for (int i = 0; i < targets.Length; i++)
{
(targets[i] as AllIn1Shader).TryCreateNew();
}
}
if (GUILayout.Button("Create New Material With Same Properties (SEE DOC)"))
{
for (int i = 0; i < targets.Length; i++)
{
(targets[i] as AllIn1Shader).MakeCopy();
}
}
if (GUILayout.Button("Save Material To Folder (SEE DOC)"))
{
for (int i = 0; i < targets.Length; i++)
{
(targets[i] as AllIn1Shader).SaveMaterial();
}
}
EditorGUILayout.Space();
if (GUILayout.Button("Sprite Atlas Auto Setup"))
{
for (int i = 0; i < targets.Length; i++)
{
(targets[i] as AllIn1Shader).ToggleSetAtlasUvs(true);
}
}
if (GUILayout.Button("Remove Sprite Atlas Configuration"))
{
for (int i = 0; i < targets.Length; i++)
{
(targets[i] as AllIn1Shader).ToggleSetAtlasUvs(false);
}
}
EditorGUILayout.Space();
if (GUILayout.Button("REMOVE COMPONENT AND MATERIAL"))
{
for (int i = 0; i < targets.Length; i++)
{
(targets[i] as AllIn1Shader).CleanMaterial();
}
for (int i = targets.Length - 1; i >= 0; i--)
{
DestroyImmediate(targets[i] as AllIn1Shader);
}
}
}
}

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using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Linq;
[CanEditMultipleObjects]
public class AllIn1SpriteShader : ShaderGUI
{
private Material targetMat;
private UnityEngine.Rendering.BlendMode srcMode, dstMode;
private UnityEngine.Rendering.CompareFunction zTestMode;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
targetMat = materialEditor.target as Material;
string[] oldKeyWords = targetMat.shaderKeywords;
GUIStyle style = EditorStyles.helpBox;
style.margin = new RectOffset(0, 0, 0, 0);
materialEditor.ShaderProperty(properties[0], properties[0].displayName);
materialEditor.ShaderProperty(properties[1], properties[1].displayName);
materialEditor.ShaderProperty(properties[2], properties[2].displayName);
//Not needed since Unity batches sprites on its own
//EditorGUILayout.Separator();
//materialEditor.EnableInstancingField();
//Debug.Log(materialEditor.IsInstancingEnabled() + " " + Application.isBatchMode);
EditorGUILayout.Separator();
Blending(materialEditor, properties, style, oldKeyWords.Contains("CUSTOMBLENDING_ON"), "Custom Blending", "CUSTOMBLENDING_ON");
Billboard(materialEditor, properties, style, oldKeyWords.Contains("BILBOARD_ON"), "Bilboard active", "BILBOARD_ON");
ZWrite(materialEditor, properties, style, "Depth Write");
ZTest(materialEditor, properties, style, oldKeyWords.Contains("CUSTOMZTEST_ON"), "Z Test", "CUSTOMZTEST_ON");
SpriteAtlas(materialEditor, style, oldKeyWords.Contains("ATLAS_ON"), "Sprite inside an atlas?", "ATLAS_ON");
EditorGUILayout.Separator();
GUILayout.Label("___Color Effects___", EditorStyles.boldLabel);
Glow(materialEditor, properties, style, oldKeyWords.Contains("GLOW_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FADE_ON"), "2.Fade", "FADE_ON", 7, 13);
Outline(materialEditor, properties, style, oldKeyWords.Contains("OUTBASE_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("GRADIENT_ON"), "4.Gradient", "GRADIENT_ON", 31, 35);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("COLORSWAP_ON"), "5.Color Swap", "COLORSWAP_ON", 36, 42);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("HSV_ON"), "6.Hue Shift", "HSV_ON", 43, 45);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("CHANGECOLOR_ON"), "7.Change 1 Color", "CHANGECOLOR_ON", 123, 126);
ColorRamp(materialEditor, properties, style, oldKeyWords.Contains("COLORRAMP_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("HITEFFECT_ON"), "9.Hit Effect", "HITEFFECT_ON", 46, 48);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("NEGATIVE_ON"), "10.Negative", "NEGATIVE_ON", 49, 49);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("PIXELATE_ON"), "11.Pixelate", "PIXELATE_ON", 50, 50);
GreyScale(materialEditor, properties, style, oldKeyWords.Contains("GREYSCALE_ON"));
Posterize(materialEditor, properties, style, oldKeyWords.Contains("POSTERIZE_ON"));
Blur(materialEditor, properties, style, oldKeyWords.Contains("BLUR_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("MOTIONBLUR_ON"), "15.Motion Blur", "MOTIONBLUR_ON", 62, 63);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("GHOST_ON"), "16.Ghost", "GHOST_ON", 64, 65);
InnerOutline(materialEditor, properties, style, oldKeyWords.Contains("INNEROUTLINE_ON"), "17.Inner Outline", "INNEROUTLINE_ON", 66, 69);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("HOLOGRAM_ON"), "18.Hologram", "HOLOGRAM_ON", 73, 77);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("CHROMABERR_ON"), "19.Chromatic Aberration", "CHROMABERR_ON", 78, 79);
Glitch(materialEditor, properties, style, oldKeyWords.Contains("GLITCH_ON"), "20.Glitch", "GLITCH_ON");
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FLICKER_ON"), "21.Flicker", "FLICKER_ON", 81, 83);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("SHADOW_ON"), "22.Shadow", "SHADOW_ON", 84, 87);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("SHINE_ON"), "23.Shine", "SHINE_ON", 133, 137);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ALPHACUTOFF_ON"), "24.Alpha Cutoff", "ALPHACUTOFF_ON", 70, 70);
EditorGUILayout.Separator();
GUILayout.Label("___UV Effects___", EditorStyles.boldLabel);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("DOODLE_ON"), "25.Hand Drawn", "DOODLE_ON", 88, 89);
Grass(materialEditor, properties, style, oldKeyWords.Contains("WIND_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("WAVEUV_ON"), "27.Wave", "WAVEUV_ON", 94, 98);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ROUNDWAVEUV_ON"), "28.Round Wave", "ROUNDWAVEUV_ON", 127, 128);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("RECTSIZE_ON"), "29.Rect Size (Enable wireframe to see result)", "RECTSIZE_ON", 99, 99);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("OFFSETUV_ON"), "30.Offset", "OFFSETUV_ON", 100, 101);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("CLIPPING_ON"), "31.Clipping / Fill Amount", "CLIPPING_ON", 102, 105);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("TEXTURESCROLL_ON"), "32.Texture Scroll", "TEXTURESCROLL_ON", 106, 107);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ZOOMUV_ON"), "33.Zoom", "ZOOMUV_ON", 108, 108);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("DISTORT_ON"), "34.Distortion", "DISTORT_ON", 109, 112);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("TWISTUV_ON"), "35.Twist", "TWISTUV_ON", 113, 116);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ROTATEUV_ON"), "36.Rotate", "ROTATEUV_ON", 117, 117);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("POLARUV_ON"), "37.Polar Coordinates (Tile texture for good results)", "POLARUV_ON", -1, -1);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FISHEYE_ON"), "38.Fish Eye", "FISHEYE_ON", 118, 118);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("PINCH_ON"), "39.Pinch", "PINCH_ON", 119, 119);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("SHAKEUV_ON"), "40.Shake", "SHAKEUV_ON", 120, 122);
}
private void Blending(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag)
{
MaterialProperty srcM = ShaderGUI.FindProperty("_MySrcMode", properties);
MaterialProperty dstM = ShaderGUI.FindProperty("_MyDstMode", properties);
if (srcM.floatValue == 0 && dstM.floatValue == 0)
{
srcM.floatValue = 5;
dstM.floatValue = 10;
}
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
EditorGUILayout.BeginVertical(style);
{
GUILayout.Label("Look for 'ShaderLab: Blending' if you don't know what this is", style);
srcMode = (UnityEngine.Rendering.BlendMode) srcM.floatValue;
dstMode = (UnityEngine.Rendering.BlendMode) dstM.floatValue;
srcMode = (UnityEngine.Rendering.BlendMode) EditorGUILayout.EnumPopup("SrcMode", srcMode);
dstMode = (UnityEngine.Rendering.BlendMode) EditorGUILayout.EnumPopup("DstMode", dstMode);
srcM.floatValue = (float)(srcMode);
dstM.floatValue = (float)(dstMode);
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
private void Billboard(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
EditorGUILayout.BeginVertical(style);
{
GUILayout.Label("Don't use this feature on UI elements!", style);
materialEditor.ShaderProperty(properties[129], properties[129].displayName);
MaterialProperty billboardY = ShaderGUI.FindProperty("_BillboardY", properties);
if (billboardY.floatValue == 1) targetMat.EnableKeyword("BILBOARDY_ON");
else targetMat.DisableKeyword("BILBOARDY_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
private void ZWrite(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, string inspector)
{
MaterialProperty zWrite = ShaderGUI.FindProperty("_ZWrite", properties);
bool toggle = zWrite.floatValue > 0.9f ? true : false;
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
EditorGUILayout.BeginVertical(style);
{
GUILayout.Label("Usually used to sort Billboarded sprites", style);
GUILayout.Label("Use effect instead 23.Alpha Cutoff for more optimum results", style);
zWrite.floatValue = 1.0f;
}
EditorGUILayout.EndVertical();
}
else zWrite.floatValue = 0.0f;
EditorGUILayout.EndToggleGroup();
}
private void ZTest(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag)
{
MaterialProperty zTestM = ShaderGUI.FindProperty("_ZTestMode", properties);
if (zTestM.floatValue == 0) zTestM.floatValue = 4;
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
EditorGUILayout.BeginVertical(style);
{
GUILayout.Label("Look for 'ShaderLab culling and depth testing' if you don't know what this is", style);
zTestMode = (UnityEngine.Rendering.CompareFunction)zTestM.floatValue;
zTestMode = (UnityEngine.Rendering.CompareFunction)EditorGUILayout.EnumPopup("zTestMode", zTestMode);
zTestM.floatValue = (float)(zTestMode);
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
private void SpriteAtlas(MaterialEditor materialEditor, GUIStyle style, bool toggle, string inspector, string flag)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
EditorGUILayout.BeginVertical(style);
{
GUILayout.Label("Make sure SpriteAtlasUV component is added \n " +
"*Check documentation if unsure what this does or how it works", style);
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
private void Outline(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("3.Outline", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("OUTBASE_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[14], properties[14].displayName);
materialEditor.ShaderProperty(properties[15], properties[15].displayName);
materialEditor.ShaderProperty(properties[16], properties[16].displayName);
materialEditor.ShaderProperty(properties[17], properties[17].displayName);
MaterialProperty outline8dir = ShaderGUI.FindProperty("_Outline8Directions", properties);
if (outline8dir.floatValue == 1) targetMat.EnableKeyword("OUTBASE8DIR_ON");
else targetMat.DisableKeyword("OUTBASE8DIR_ON");
materialEditor.ShaderProperty(properties[19], properties[19].displayName);
MaterialProperty outlinePixel = ShaderGUI.FindProperty("_OutlineIsPixel", properties);
if (outlinePixel.floatValue == 1)
{
targetMat.EnableKeyword("OUTBASEPIXELPERF_ON");
materialEditor.ShaderProperty(properties[20], properties[20].displayName);
}
else
{
targetMat.DisableKeyword("OUTBASEPIXELPERF_ON");
materialEditor.ShaderProperty(properties[18], properties[18].displayName);
}
materialEditor.ShaderProperty(properties[21], properties[21].displayName);
MaterialProperty outlineTex = ShaderGUI.FindProperty("_OutlineTexToggle", properties);
if (outlineTex.floatValue == 1)
{
targetMat.EnableKeyword("OUTTEX_ON");
materialEditor.ShaderProperty(properties[22], properties[22].displayName);
materialEditor.ShaderProperty(properties[23], properties[23].displayName);
materialEditor.ShaderProperty(properties[24], properties[24].displayName);
materialEditor.ShaderProperty(properties[25], properties[25].displayName);
MaterialProperty outlineTexGrey = ShaderGUI.FindProperty("_OutlineTexGrey", properties);
if (outlineTexGrey.floatValue == 1) targetMat.EnableKeyword("OUTGREYTEXTURE_ON");
else targetMat.DisableKeyword("OUTGREYTEXTURE_ON");
}
else targetMat.DisableKeyword("OUTTEX_ON");
materialEditor.ShaderProperty(properties[26], properties[26].displayName);
MaterialProperty outlineDistort = ShaderGUI.FindProperty("_OutlineDistortToggle", properties);
if (outlineDistort.floatValue == 1)
{
targetMat.EnableKeyword("OUTDIST_ON");
materialEditor.ShaderProperty(properties[27], properties[27].displayName);
materialEditor.ShaderProperty(properties[28], properties[28].displayName);
materialEditor.ShaderProperty(properties[29], properties[29].displayName);
materialEditor.ShaderProperty(properties[30], properties[30].displayName);
}
else targetMat.DisableKeyword("OUTDIST_ON");
EditorGUILayout.Separator();
materialEditor.ShaderProperty(properties[71], properties[71].displayName);
MaterialProperty onlyOutline = ShaderGUI.FindProperty("_OnlyOutline", properties);
if (onlyOutline.floatValue == 1) targetMat.EnableKeyword("ONLYOUTLINE_ON");
else targetMat.DisableKeyword("ONLYOUTLINE_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("OUTBASE_ON");
EditorGUILayout.EndToggleGroup();
}
private void GenericEffect(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag, int first, int last)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
if (first > 0)
{
EditorGUILayout.BeginVertical(style);
{
for (int i = first; i <= last; i++) materialEditor.ShaderProperty(properties[i], properties[i].displayName);
}
EditorGUILayout.EndVertical();
}
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
private void Glow(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("1.Glow", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("GLOW_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[3], properties[3].displayName);
materialEditor.ShaderProperty(properties[4], properties[4].displayName);
materialEditor.ShaderProperty(properties[5], properties[5].displayName);
MaterialProperty useGlowTex = ShaderGUI.FindProperty("_GlowTexUsed", properties);
if (useGlowTex.floatValue == 1)
{
targetMat.EnableKeyword("GLOWTEX_ON");
materialEditor.ShaderProperty(properties[6], properties[6].displayName);
}
else targetMat.DisableKeyword("GLOWTEX_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("GLOW_ON");
EditorGUILayout.EndToggleGroup();
}
private void ColorRamp(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("8.Color Ramp", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("COLORRAMP_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[51], properties[51].displayName);
materialEditor.ShaderProperty(properties[52], properties[52].displayName);
materialEditor.ShaderProperty(properties[53], properties[53].displayName);
MaterialProperty colorRampOut = ShaderGUI.FindProperty("_ColorRampOutline", properties);
if (colorRampOut.floatValue == 1) targetMat.EnableKeyword("COLORRAMPOUTLINE_ON");
else targetMat.DisableKeyword("COLORRAMPOUTLINE_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("COLORRAMP_ON");
EditorGUILayout.EndToggleGroup();
}
private void GreyScale(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("12.Greyscale", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("GREYSCALE_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[54], properties[54].displayName);
materialEditor.ShaderProperty(properties[55], properties[55].displayName);
materialEditor.ShaderProperty(properties[56], properties[56].displayName);
MaterialProperty greyScaleOut = ShaderGUI.FindProperty("_GreyscaleOutline", properties);
if (greyScaleOut.floatValue == 1) targetMat.EnableKeyword("GREYSCALEOUTLINE_ON");
else targetMat.DisableKeyword("GREYSCALEOUTLINE_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("GREYSCALE_ON");
EditorGUILayout.EndToggleGroup();
}
private void Posterize(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("13.Posterize", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("POSTERIZE_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[57], properties[57].displayName);
materialEditor.ShaderProperty(properties[58], properties[58].displayName);
materialEditor.ShaderProperty(properties[59], properties[59].displayName);
MaterialProperty posterizeOut = ShaderGUI.FindProperty("_PosterizeOutline", properties);
if (posterizeOut.floatValue == 1) targetMat.EnableKeyword("POSTERIZEOUTLINE_ON");
else targetMat.DisableKeyword("POSTERIZEOUTLINE_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("POSTERIZE_ON");
EditorGUILayout.EndToggleGroup();
}
private void Blur(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("14.Blur", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("BLUR_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[60], properties[60].displayName);
materialEditor.ShaderProperty(properties[61], properties[61].displayName);
MaterialProperty blurIsHd = ShaderGUI.FindProperty("_BlurHD", properties);
if (blurIsHd.floatValue == 1) targetMat.EnableKeyword("BLURISHD_ON");
else targetMat.DisableKeyword("BLURISHD_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("BLUR_ON");
EditorGUILayout.EndToggleGroup();
}
private void Grass(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("26.Grass Movement / Wind", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("WIND_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[90], properties[90].displayName);
materialEditor.ShaderProperty(properties[91], properties[91].displayName);
materialEditor.ShaderProperty(properties[92], properties[92].displayName);
materialEditor.ShaderProperty(properties[93], properties[93].displayName);
MaterialProperty grassManual = ShaderGUI.FindProperty("_GrassManualToggle", properties);
if (grassManual.floatValue == 1) targetMat.EnableKeyword("MANUALWIND_ON");
else targetMat.DisableKeyword("MANUALWIND_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("WIND_ON");
EditorGUILayout.EndToggleGroup();
}
private void InnerOutline(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag, int first, int last)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
if (first > 0)
{
EditorGUILayout.BeginVertical(style);
{
for (int i = first; i <= last; i++) materialEditor.ShaderProperty(properties[i], properties[i].displayName);
EditorGUILayout.Separator();
materialEditor.ShaderProperty(properties[72], properties[72].displayName);
MaterialProperty onlyInOutline = ShaderGUI.FindProperty("_OnlyInnerOutline", properties);
if (onlyInOutline.floatValue == 1) targetMat.EnableKeyword("ONLYINNEROUTLINE_ON");
else targetMat.DisableKeyword("ONLYINNEROUTLINE_ON");
}
EditorGUILayout.EndVertical();
}
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
private void Glitch(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[80], properties[80].displayName);
materialEditor.ShaderProperty(properties[138], properties[138].displayName);
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
}

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using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Linq;
[CanEditMultipleObjects]
public class AllIn1SpriteShaderStencil : ShaderGUI
{
Material targetMat;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
targetMat = materialEditor.target as Material;
string[] oldKeyWords = targetMat.shaderKeywords;
GUIStyle style = EditorStyles.helpBox;
style.margin = new RectOffset(0, 0, 0, 0);
materialEditor.ShaderProperty(properties[0], properties[0].displayName);
materialEditor.ShaderProperty(properties[1], properties[1].displayName);
materialEditor.ShaderProperty(properties[2], properties[2].displayName);
//Not needed since Unity batches sprites on its own
//EditorGUILayout.Separator();
//materialEditor.EnableInstancingField();
//Debug.Log(materialEditor.IsInstancingEnabled() + " " + Application.isBatchMode);
EditorGUILayout.Separator();
SpriteAtlas(materialEditor, style, oldKeyWords.Contains("ATLAS_ON"), "Sprite inside an atlas?", "ATLAS_ON");
EditorGUILayout.Separator();
GUILayout.Label("___Color Effects___", EditorStyles.boldLabel);
Glow(materialEditor, properties, style, oldKeyWords.Contains("GLOW_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FADE_ON"), "2.Fade", "FADE_ON", 7, 13);
Outline(materialEditor, properties, style, oldKeyWords.Contains("OUTBASE_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("GRADIENT_ON"), "4.Gradient", "GRADIENT_ON", 31, 35);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("COLORSWAP_ON"), "5.Color Swap", "COLORSWAP_ON", 36, 42);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("HSV_ON"), "6.Hue Shift", "HSV_ON", 43, 45);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("CHANGECOLOR_ON"), "7.Change 1 Color", "CHANGECOLOR_ON", 123, 126);
ColorRamp(materialEditor, properties, style, oldKeyWords.Contains("COLORRAMP_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("HITEFFECT_ON"), "9.Hit Effect", "HITEFFECT_ON", 46, 48);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("NEGATIVE_ON"), "10.Negative", "NEGATIVE_ON", 49, 49);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("PIXELATE_ON"), "11.Pixelate", "PIXELATE_ON", 50, 50);
GreyScale(materialEditor, properties, style, oldKeyWords.Contains("GREYSCALE_ON"));
Posterize(materialEditor, properties, style, oldKeyWords.Contains("POSTERIZE_ON"));
Blur(materialEditor, properties, style, oldKeyWords.Contains("BLUR_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("MOTIONBLUR_ON"), "15.Motion Blur", "MOTIONBLUR_ON", 62, 63);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("GHOST_ON"), "16.Ghost", "GHOST_ON", 64, 65);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("INNEROUTLINE_ON"), "17.Inner Outline", "INNEROUTLINE_ON", 66, 69);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("HOLOGRAM_ON"), "18.Hologram", "HOLOGRAM_ON", 73, 77);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("CHROMABERR_ON"), "19.Chromatic Aberration", "CHROMABERR_ON", 78, 79);
Glitch(materialEditor, properties, style, oldKeyWords.Contains("GLITCH_ON"), "20.Glitch", "GLITCH_ON");
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FLICKER_ON"), "21.Flicker", "FLICKER_ON", 81, 83);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("SHADOW_ON"), "22.Shadow", "SHADOW_ON", 84, 87);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("SHINE_ON"), "23.Shine", "SHINE_ON", 130, 134);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ALPHACUTOFF_ON"), "24.Alpha Cutoff", "ALPHACUTOFF_ON", 70, 70);
EditorGUILayout.Separator();
GUILayout.Label("___UV Effects___", EditorStyles.boldLabel);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("DOODLE_ON"), "25.Hand Drawn", "DOODLE_ON", 88, 89);
Grass(materialEditor, properties, style, oldKeyWords.Contains("WIND_ON"));
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("WAVEUV_ON"), "27.Wave", "WAVEUV_ON", 94, 98);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ROUNDWAVEUV_ON"), "28.Round Wave", "ROUNDWAVEUV_ON", 127, 128);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("RECTSIZE_ON"), "29.Rect Size (Enable wireframe to see result)", "RECTSIZE_ON", 99, 99);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("OFFSETUV_ON"), "30.Offset", "OFFSETUV_ON", 100, 101);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("CLIPPING_ON"), "31.Clipping / Fill Amount", "CLIPPING_ON", 102, 105);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("TEXTURESCROLL_ON"), "32.Texture Scroll", "TEXTURESCROLL_ON", 106, 107);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ZOOMUV_ON"), "33.Zoom", "ZOOMUV_ON", 108, 108);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("DISTORT_ON"), "34.Distortion", "DISTORT_ON", 109, 112);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("TWISTUV_ON"), "35.Twist", "TWISTUV_ON", 113, 116);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("ROTATEUV_ON"), "36.Rotate", "ROTATEUV_ON", 117, 117);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("POLARUV_ON"), "37.Polar Coordinates (Tile texture for good results)", "POLARUV_ON", -1, -1);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("FISHEYE_ON"), "38.Fish Eye", "FISHEYE_ON", 118, 118);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("PINCH_ON"), "39.Pinch", "PINCH_ON", 119, 119);
GenericEffect(materialEditor, properties, style, oldKeyWords.Contains("SHAKEUV_ON"), "40.Shake", "SHAKEUV_ON", 120, 122);
}
private void SpriteAtlas(MaterialEditor materialEditor, GUIStyle style, bool toggle, string inspector, string flag)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
EditorGUILayout.BeginVertical(style);
{
GUILayout.Label("Make sure SpriteAtlasUV component is added \n " +
"*Check documentation if unsure what this does or how it works", style);
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
private void Outline(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("3.Outline", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("OUTBASE_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[14], properties[14].displayName);
materialEditor.ShaderProperty(properties[15], properties[15].displayName);
materialEditor.ShaderProperty(properties[16], properties[16].displayName);
materialEditor.ShaderProperty(properties[17], properties[17].displayName);
MaterialProperty outline8dir = ShaderGUI.FindProperty("_Outline8Directions", properties);
if (outline8dir.floatValue == 1) targetMat.EnableKeyword("OUTBASE8DIR_ON");
else targetMat.DisableKeyword("OUTBASE8DIR_ON");
materialEditor.ShaderProperty(properties[19], properties[19].displayName);
MaterialProperty outlinePixel = ShaderGUI.FindProperty("_OutlineIsPixel", properties);
if (outlinePixel.floatValue == 1)
{
targetMat.EnableKeyword("OUTBASEPIXELPERF_ON");
materialEditor.ShaderProperty(properties[20], properties[20].displayName);
}
else
{
targetMat.DisableKeyword("OUTBASEPIXELPERF_ON");
materialEditor.ShaderProperty(properties[18], properties[18].displayName);
}
materialEditor.ShaderProperty(properties[21], properties[21].displayName);
MaterialProperty outlineTex = ShaderGUI.FindProperty("_OutlineTexToggle", properties);
if (outlineTex.floatValue == 1)
{
targetMat.EnableKeyword("OUTTEX_ON");
materialEditor.ShaderProperty(properties[22], properties[22].displayName);
materialEditor.ShaderProperty(properties[23], properties[23].displayName);
materialEditor.ShaderProperty(properties[24], properties[24].displayName);
materialEditor.ShaderProperty(properties[25], properties[25].displayName);
MaterialProperty outlineTexGrey = ShaderGUI.FindProperty("_OutlineTexGrey", properties);
if (outlineTexGrey.floatValue == 1) targetMat.EnableKeyword("OUTGREYTEXTURE_ON");
else targetMat.DisableKeyword("OUTGREYTEXTURE_ON");
}
else targetMat.DisableKeyword("OUTTEX_ON");
materialEditor.ShaderProperty(properties[26], properties[26].displayName);
MaterialProperty outlineDistort = ShaderGUI.FindProperty("_OutlineDistortToggle", properties);
if (outlineDistort.floatValue == 1)
{
targetMat.EnableKeyword("OUTDIST_ON");
materialEditor.ShaderProperty(properties[27], properties[27].displayName);
materialEditor.ShaderProperty(properties[28], properties[28].displayName);
materialEditor.ShaderProperty(properties[29], properties[29].displayName);
materialEditor.ShaderProperty(properties[30], properties[30].displayName);
}
else targetMat.DisableKeyword("OUTDIST_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("OUTBASE_ON");
EditorGUILayout.EndToggleGroup();
}
private void GenericEffect(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag, int first, int last)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
if (first > 0)
{
EditorGUILayout.BeginVertical(style);
{
for (int i = first; i <= last; i++) materialEditor.ShaderProperty(properties[i], properties[i].displayName);
}
EditorGUILayout.EndVertical();
}
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
private void Glow(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("1.Glow", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("GLOW_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[3], properties[3].displayName);
materialEditor.ShaderProperty(properties[4], properties[4].displayName);
materialEditor.ShaderProperty(properties[5], properties[5].displayName);
MaterialProperty useGlowTex = ShaderGUI.FindProperty("_GlowTexUsed", properties);
if (useGlowTex.floatValue == 1)
{
targetMat.EnableKeyword("GLOWTEX_ON");
materialEditor.ShaderProperty(properties[6], properties[6].displayName);
}
else targetMat.DisableKeyword("GLOWTEX_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("GLOW_ON");
EditorGUILayout.EndToggleGroup();
}
private void ColorRamp(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("8.Color Ramp", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("COLORRAMP_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[51], properties[51].displayName);
materialEditor.ShaderProperty(properties[52], properties[52].displayName);
materialEditor.ShaderProperty(properties[53], properties[53].displayName);
MaterialProperty colorRampOut = ShaderGUI.FindProperty("_ColorRampOutline", properties);
if (colorRampOut.floatValue == 1) targetMat.EnableKeyword("COLORRAMPOUTLINE_ON");
else targetMat.DisableKeyword("COLORRAMPOUTLINE_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("COLORRAMP_ON");
EditorGUILayout.EndToggleGroup();
}
private void GreyScale(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("12.Greyscale", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("GREYSCALE_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[54], properties[54].displayName);
materialEditor.ShaderProperty(properties[55], properties[55].displayName);
materialEditor.ShaderProperty(properties[56], properties[56].displayName);
MaterialProperty greyScaleOut = ShaderGUI.FindProperty("_GreyscaleOutline", properties);
if (greyScaleOut.floatValue == 1) targetMat.EnableKeyword("GREYSCALEOUTLINE_ON");
else targetMat.DisableKeyword("GREYSCALEOUTLINE_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("GREYSCALE_ON");
EditorGUILayout.EndToggleGroup();
}
private void Posterize(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("13.Posterize", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("POSTERIZE_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[57], properties[57].displayName);
materialEditor.ShaderProperty(properties[58], properties[58].displayName);
materialEditor.ShaderProperty(properties[59], properties[59].displayName);
MaterialProperty posterizeOut = ShaderGUI.FindProperty("_PosterizeOutline", properties);
if (posterizeOut.floatValue == 1) targetMat.EnableKeyword("POSTERIZEOUTLINE_ON");
else targetMat.DisableKeyword("POSTERIZEOUTLINE_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("POSTERIZE_ON");
EditorGUILayout.EndToggleGroup();
}
private void Blur(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("14.Blur", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("BLUR_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[60], properties[60].displayName);
materialEditor.ShaderProperty(properties[61], properties[61].displayName);
MaterialProperty blurIsHd = ShaderGUI.FindProperty("_BlurHD", properties);
if (blurIsHd.floatValue == 1) targetMat.EnableKeyword("BLURISHD_ON");
else targetMat.DisableKeyword("BLURISHD_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("BLUR_ON");
EditorGUILayout.EndToggleGroup();
}
private void Grass(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup("26.Grass Movement / Wind", toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword("WIND_ON");
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[90], properties[90].displayName);
materialEditor.ShaderProperty(properties[91], properties[91].displayName);
materialEditor.ShaderProperty(properties[92], properties[92].displayName);
materialEditor.ShaderProperty(properties[93], properties[93].displayName);
MaterialProperty grassManual = ShaderGUI.FindProperty("_GrassManualToggle", properties);
if (grassManual.floatValue == 1) targetMat.EnableKeyword("MANUALWIND_ON");
else targetMat.DisableKeyword("MANUALWIND_ON");
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword("WIND_ON");
EditorGUILayout.EndToggleGroup();
}
private void Glitch(MaterialEditor materialEditor, MaterialProperty[] properties, GUIStyle style, bool toggle, string inspector, string flag)
{
bool ini = toggle;
toggle = EditorGUILayout.BeginToggleGroup(inspector, toggle);
if (ini != toggle && !Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
if (toggle)
{
targetMat.EnableKeyword(flag);
EditorGUILayout.BeginVertical(style);
{
materialEditor.ShaderProperty(properties[80], properties[80].displayName);
materialEditor.ShaderProperty(properties[135], properties[135].displayName);
}
EditorGUILayout.EndVertical();
}
else targetMat.DisableKeyword(flag);
EditorGUILayout.EndToggleGroup();
}
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- _PosterizeNumColors: 8
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//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, sampler2D source, half Intensity)
{
half step = 0.00390625f * Intensity;
half4 result = half4 (0, 0, 0, 0);
half2 texCoord = half2(0, 0);
texCoord = uv + half2(-step, -step);
result += tex2D(source, texCoord);
texCoord = uv + half2(-step, 0);
result += 2.0 * tex2D(source, texCoord);
texCoord = uv + half2(-step, step);
result += tex2D(source, texCoord);
texCoord = uv + half2(0, -step);
result += 2.0 * tex2D(source, texCoord);
texCoord = uv;
result += 4.0 * tex2D(source, texCoord);
texCoord = uv + half2(0, step);
result += 2.0 * tex2D(source, texCoord);
texCoord = uv + half2(step, -step);
result += tex2D(source, texCoord);
texCoord = uv + half2(step, 0);
result += 2.0* tex2D(source, texCoord);
texCoord = uv + half2(step, -step);
result += tex2D(source, texCoord);
result = result * 0.0625;
return result;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, sampler2D source, half Intensity)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + Intensity * 0.5;
half sigmaY = sigmaX;
half total = 0.0;
half4 ret = half4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations));
half offsety = half(iy - halfIterations) * 0.00390625;
for (int ix = 0; ix < iterations; ++ix)
{
half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations));
half offsetx = half(ix - halfIterations) * 0.00390625;
total += fx * fy;
ret += tex2D(source, uv + half2(offsetx, offsety)) * fx * fy;
}
}
return ret / total;
}
//-----------------------------------------------------------------------
half rand(half2 seed, half offset) {
return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0;
}
half rand2(half2 seed, half offset) {
return (frac(sin(dot(seed * floor(50 + (_Time % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
//-----------------------------------------------------------------------
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}

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Shader "AllIn1SpriteShader/AllIn1SpriteShader"
{
Properties
{
[Header(_General Properties_)]
_MainTex ("Main Texture", 2D) = "white" {} //0
_Color("Main Color", Color) = (1,1,1,1) //1
_Alpha("General Alpha", Range(0,1)) = 1 //2
_GlowColor("Glow Color", Color) = (1,1,1,1) //3
_Glow("Glow Intensity", Range(0,100)) = 10 //4
[Space]
[Space]
[Toggle()] _GlowTexUsed("Glow Texture used?", float) = 0 //5
[Header(Texture does not support Tiling)]
_GlowTex("Glow Texture", 2D) = "white" {} //6
_FadeTex("Fade Texture", 2D) = "white" {} //7
_FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8
_FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9
_FadeBurnTransition("Fade Burn Smooth Transition", Range(0.01,0.5)) = 0.075 //10
_FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11
_FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12
_FadeBurnGlow("Fade Burn Glow", Range(1,50)) = 2//13
[Header(_Outline Basic Properties_)]
_OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14
_OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15
_OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16
[Toggle()] _Outline8Directions("Outline Base High Resolution?", float) = 0 //17
_OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //18
[Header(_Outline Width_)]
[Toggle()] _OutlineIsPixel("Outline Base is Pixel Perfect?", float) = 0 //19
_OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //20
[Space]
[Header(_Outline Texture_)]
[Toggle()] _OutlineTexToggle("Outline uses texture?", float) = 0 //21
_OutlineTex("Outline Texture", 2D) = "white" {} //22
_OutlineTexXSpeed("Outline Texture scroll speed X axis", Range(-50,50)) = 10 //23
_OutlineTexYSpeed("Outline Texture scroll speed Y axis", Range(-50,50)) = 0 //24
[Toggle()] _OutlineTexGrey("Outline Texture is Greyscaled?", float) = 0 //25
[Space]
[Header(_Outline Distortion_)]
[Toggle()] _OutlineDistortToggle("Outline uses distortion?", float) = 0 //26
_OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //27
_OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //28
_OutlineDistortTexXSpeed("Outline Distortion scroll speed X axis", Range(-50,50)) = 5 //29
_OutlineDistortTexYSpeed("Outline Distortion scroll speed Y axis", Range(-50,50)) = 5 //30
_GradBlend("Gradient Blend", Range(0,1)) = 1 //31
_GradTopLeftCol("Gradient Top Left Color", Color) = (1,0,0,1) //32
_GradTopRightCol("Gradient Top Right Color", Color) = (1,0,0,1) //33
_GradBotLeftCol("Gradient Bot Left Color", Color) = (0,0,1,1) //34
_GradBotRightCol("Gradient Bot Right Color", Color) = (0,0,1,1) //35
_ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36
[Header(You will need a mask texture (see Documentation))]
_ColorSwapRed("Color Swap Red Channel", Color) = (1,1,1,1) //37
_ColorSwapRedLuminosity("Color Swap Red luminosity", Range(-1,1)) = 0.5 //38
_ColorSwapGreen("Color Swap Green Channel", Color) = (1,1,1,1) //39
_ColorSwapGreenLuminosity("Color Swap Green luminosity", Range(-1,1)) = 0.5 //40
_ColorSwapBlue("Color Swap Blue Channel", Color) = (1,1,1,1) //41
_ColorSwapBlueLuminosity("Color Swap Blue luminosity", Range(-1,1)) = 0.5 //42
_HsvShift("Hue Shift", Range(0, 360)) = 180 //43
_HsvSaturation("Hue Shift Saturation", Range(0, 2)) = 1 //44
_HsvBright("Hue Shift Bright", Range(0, 2)) = 1 //45
_HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46
_HitEffectGlow("Hit Effect Glow Intensity", Range(1,100)) = 5 //47
[Space]
[Header(_Tip_ Animate the following property)]
_HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48
_NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49
[Header(Looks bad with distorition effects)]
_PixelateSize("Pixelate size", Range(4,512)) = 32 //50
[Header(Texture does not support Tiling)]
_ColorRampTex("Color ramp Texture", 2D) = "white" {} //51
_ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52
[Toggle()] _ColorRampOutline("Color ramp affects outline?", float) = 0 //53
_GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54
[Toggle()] _GreyscaleOutline("Greyscale affects outline?", float) = 0 //55
_GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56
_PosterizeNumColors("Posterize Number of Colors", Range(0,100)) = 8 //57
_PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58
[Toggle()] _PosterizeOutline("Posterize affects outline and glow?", float) = 0 //59
[Header(This effect will not affect the outline)]
_BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60
[Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61
_MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62
_MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63
[Header(This effect will not affect the outline)]
_GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64
[Header(Choose the ghost color with the Main Color Property)]
_GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65
[Header(This effect will place the inner outlines over the original sprite)]
_InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66
_InnerOutlineThickness("Inner Outline Thickness", Range(0,3)) = 1 //67
_InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68
_InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 1 //69
_AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70
[Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71
[Toggle()] _OnlyInnerOutline("Only render innerr outline?", float) = 0 //72
_HologramStripesAmount("Hologram Stripes Amount", Range(0, 1)) = 0.2 //73
_HologramUnmodAmount("Hologram Unchanged Amount", Range(0, 1)) = 0.4 //74
_HologramStripesSpeed("Hologram Stripes Speed", Range(0, 20)) = 5 //75
_HologramMinAlpha("Hologram Min Alpha", Range(0, 1)) = 0.0 //76
_HologramMaxAlpha("Hologram Max Alpha", Range(0, 10)) = 1.0 //77
_ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78
_ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79
_GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80
_FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81
_FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82
_FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83
_ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84
_ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85
_ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86
_ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87
_HandDrawnAmount("Hand Drawn Amount", Range(2, 20)) = 10 //88
_HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89
_GrassSpeed("Grass Speed", Range(0,50)) = 2 //90
_GrassWind("Grass Wind (bend amount)", Range(0,50)) = 20 //91
[Space]
[Toggle()] _GrassManualToggle("Grass is manually animated?", float) = 0 //92
_GrassManualAnim("Grass Manual Anim", Range(-1,1)) = 1 //93
_WaveAmount("Wave Amount", Range(0, 25)) = 7 //94
_WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95
_WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96
_WaveX("Wave X Axis", Range(0, 1)) = 0 //97
_WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98
[Header(Only on single sprites, spritesheets NOT supported)]
_RectSize("Rect Size", Range(1, 4)) = 1 //99
_OffsetUvX("Offset X axis", Range(-1, 1)) = 0 //100
_OffsetUvY("Offset Y axis", Range(-1, 1)) = 0 //101
_ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102
_ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103
_ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104
_ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105
[Header(Set Texture Wrap Mode to Repeat)]
_TextureScrollXSpeed("Texture Scroll Speed X Axis", Range(-5, 5)) = 1 //106
_TextureScrollYSpeed("Texture Scroll Speed Y Axis", Range(-5, 5)) = 0 //107
_ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108
_DistortTex("Distortion Texture", 2D) = "white" {} //109
_DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110
_DistortTexXSpeed("Distortion scroll speed X axis", Range(-50,50)) = 5 //111
_DistortTexYSpeed("Distortion scroll speed Y axis", Range(-50,50)) = 5 //112
_TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113
_TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114
_TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115
_TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116
[Header(_Tip_ Use Clipping effect to avoid possible undesired parts)]
_RotateUvAmount("Rotate Angle (in radians)", Range(0, 6.2831)) = 0 //117
_FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118
_PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119
_ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120
_ShakeUvX("Shake X Multiplier", Range(0, 5)) = 1.5 //121
_ShakeUvY("Shake Y Multiplier", Range(0, 5)) = 1 //122
_ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123
_ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124
_ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125
_ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126
_RoundWaveStrength("Round Wave Strength", Range(0, 1)) = 0.7 //127
_RoundWaveSpeed("Round Wave Speed", Range(0, 5)) = 2 //128
[Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129
_ZWrite ("Depth Write", Float) = 0.0 // 130
_MySrcMode ("SrcMode", Float) = 5 // 131
_MyDstMode ("DstMode", Float) = 10 // 132
_ShineColor("Shine Color", Color) = (1,1,1,1) // 133
_ShineLocation("Shine Location", Range(0,1)) = 0.5 // 134
_ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 135
_ShineGlow("Shine Glow", Range(0,100)) = 1 // 136
_ShineMask("Shine Mask", 2D) = "white" {} // 137
_GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //138
_ZTestMode ("Z Test Mode", Float) = 4 // 139
[HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0
[HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0
[HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0
}
SubShader
{
Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend [_MySrcMode] [_MyDstMode]
Cull Off
ZWrite [_ZWrite]
ZTest [_ZTestMode]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature GLOW_ON
#pragma shader_feature FADE_ON
#pragma shader_feature OUTBASE_ON
#pragma shader_feature ONLYOUTLINE_ON
#pragma shader_feature GRADIENT_ON
#pragma shader_feature COLORSWAP_ON
#pragma shader_feature HSV_ON
#pragma shader_feature CHANGECOLOR_ON
#pragma shader_feature COLORRAMP_ON
#pragma shader_feature HITEFFECT_ON
#pragma shader_feature NEGATIVE_ON
#pragma shader_feature PIXELATE_ON
#pragma shader_feature GREYSCALE_ON
#pragma shader_feature POSTERIZE_ON
#pragma shader_feature BLUR_ON
#pragma shader_feature MOTIONBLUR_ON
#pragma shader_feature GHOST_ON
#pragma shader_feature INNEROUTLINE_ON
#pragma shader_feature ONLYINNEROUTLINE_ON
#pragma shader_feature HOLOGRAM_ON
#pragma shader_feature CHROMABERR_ON
#pragma shader_feature GLITCH_ON
#pragma shader_feature FLICKER_ON
#pragma shader_feature SHADOW_ON
#pragma shader_feature SHINE_ON
#pragma shader_feature ALPHACUTOFF_ON
#pragma shader_feature DOODLE_ON
#pragma shader_feature WIND_ON
#pragma shader_feature WAVEUV_ON
#pragma shader_feature ROUNDWAVEUV_ON
#pragma shader_feature RECTSIZE_ON
#pragma shader_feature OFFSETUV_ON
#pragma shader_feature CLIPPING_ON
#pragma shader_feature TEXTURESCROLL_ON
#pragma shader_feature ZOOMUV_ON
#pragma shader_feature DISTORT_ON
#pragma shader_feature TWISTUV_ON
#pragma shader_feature ROTATEUV_ON
#pragma shader_feature POLARUV_ON
#pragma shader_feature FISHEYE_ON
#pragma shader_feature PINCH_ON
#pragma shader_feature SHAKEUV_ON
#pragma shader_feature GLOWTEX_ON
#pragma shader_feature OUTTEX_ON
#pragma shader_feature OUTDIST_ON
#pragma shader_feature OUTBASE8DIR_ON
#pragma shader_feature OUTBASEPIXELPERF_ON
#pragma shader_feature OUTGREYTEXTURE_ON
#pragma shader_feature COLORRAMPOUTLINE_ON
#pragma shader_feature GREYSCALEOUTLINE_ON
#pragma shader_feature POSTERIZEOUTLINE_ON
#pragma shader_feature BLURISHD_ON
#pragma shader_feature MANUALWIND_ON
#pragma shader_feature ATLAS_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#pragma shader_feature CUSTOMBLENDING_ON
#pragma shader_feature CUSTOMZTEST_ON
#include "UnityCG.cginc"
#include "AllIn1OneShaderFunctions.cginc"
struct appdata
{
half4 vertex : POSITION;
half2 uv : TEXCOORD0;
half4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
half4 vertex : SV_POSITION;
half4 color : COLOR;
#if OUTTEX_ON
half2 uvOutTex : TEXCOORD1;
#endif
#if OUTDIST_ON
half2 uvOutDistTex : TEXCOORD2;
#endif
#if DISTORT_ON
half2 uvDistTex : TEXCOORD3;
#endif
#if FADE_ON
half2 uvFadeTex1 : TEXCOORD4;
half2 uvFadeTex2 : TEXCOORD5;
#endif
};
sampler2D _MainTex;
half4 _MainTex_ST, _MainTex_TexelSize, _Color;
half _Alpha, _RandomSeed;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if FADE_ON
sampler2D _FadeTex, _FadeBurnTex;
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if GLOW_ON
sampler2D _GlowTex;
half4 _GlowColor;
half _Glow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
sampler2D _OutlineTex;
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
sampler2D _OutlineDistortTex;
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if DISTORT_ON
sampler2D _DistortTex;
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim;
#endif
#if GRADIENT_ON
half _GradBlend;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
sampler2D _ColorSwapTex;
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if COLORRAMP_ON
sampler2D _ColorRampTex;
half _ColorRampLuminosity;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
sampler2D _ShineMask;
half4 _ShineColor;
half _ShineLocation, _ShineWidth, _ShineGlow;
#endif
#if ALPHACUTOFF_ON
half _AlphaCutoffValue;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
v2f vert (appdata v)
{
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
v2f o;
#if BILBOARD_ON
half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0));
half3 camUp = half3(0,1,0);
#if BILBOARDY_ON
camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0));
#endif
half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp;
o.vertex = UnityObjectToClipPos(half4(localPos, 1));
#else
o.vertex = UnityObjectToClipPos(v.vertex);
#endif
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
#if POLARUV_ON
o.uv = v.uv - 0.5f;
#endif
#if ROTATEUV_ON
half2 uvC = v.uv;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
float2x2 rot = float2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= half2(0.5, 0.5);
o.uv = mul(rot, uvC);
o.uv += half2(0.5, 0.5);
#endif
#if OUTTEX_ON
o.uvOutTex = TRANSFORM_TEX(v.uv, _OutlineTex);
#endif
#if OUTDIST_ON
o.uvOutDistTex = TRANSFORM_TEX(v.uv, _OutlineDistortTex);
#endif
#if DISTORT_ON
o.uvDistTex = TRANSFORM_TEX(v.uv, _DistortTex);
#endif
#if FADE_ON
o.uvFadeTex1 = TRANSFORM_TEX(v.uv, _FadeTex);
o.uvFadeTex2 = TRANSFORM_TEX(v.uv, _FadeBurnTex);
#endif
return o;
}
half3 GetPixel(in int offsetX, in int offsetY, half2 uv, sampler2D tex)
{
return tex2D(tex, (uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y))).rgb;
}
half4 frag (v2f i) : SV_Target
{
half2 uvRect = i.uv;
#if ATLAS_ON
uvRect = half2((i.uv.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
#if CLIPPING_ON
half2 tiledUv = half2(i.uv.x / _MainTex_ST.x, i.uv.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
#if OFFSETUV_ON
i.uv += half2(_OffsetUvX, _OffsetUvY);
#endif
#if POLARUV_ON
i.uv = half2(atan2(i.uv.y, i.uv.x) / (2.0f * 3.141592653589f), length(i.uv));
i.uv *= _MainTex_ST.xy;
#endif
#if TWISTUV_ON
half2 tempUv = i.uv - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
i.uv = tempUv;
#endif
#if FISHEYE_ON
half2 midF = 0.5 * _MainTex_ST.xy;
half bind = length(midF);
half2 dF = i.uv - midF;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
i.uv = midF + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
#if PINCH_ON
half2 midP = 0.5 * _MainTex_ST.xy;
float2 dP = i.uv - midP;
float pinchInt = (3.141592 / length(midP)) * (-_PinchUvAmount + 0.001);
i.uv = midP + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor(_Time * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
i.uv = lerp(i.uv, i.uv + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
#if SHAKEUV_ON
half xShake = sin((_Time + _RandomSeed) * _ShakeUvSpeed * 500 * _ShakeUvX);
half yShake = sin((_Time + _RandomSeed) * _ShakeUvSpeed * 500 * _ShakeUvY);
i.uv += half2(xShake * 0.01, yShake * 0.01);
#endif
#if ZOOMUV_ON
half2 center = half2(0.5 * _MainTex_ST.x, 0.5 * _MainTex_ST.y);
i.uv -= center;
i.uv = i.uv * _ZoomUvAmount;
i.uv += center;
#endif
#if TEXTURESCROLL_ON
i.uv.x += (_Time.y * _TextureScrollXSpeed) % 1;
i.uv.y += (_Time.y * _TextureScrollYSpeed) % 1;
#endif
#if RECTSIZE_ON
i.uv = i.uv.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
#if PIXELATE_ON
i.uv = floor(i.uv * _PixelateSize) / _PixelateSize;
#endif
#if DISTORT_ON
i.uvDistTex.x += ((_Time + _RandomSeed) * _DistortTexXSpeed) % 1;
i.uvDistTex.y += ((_Time + _RandomSeed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
i.uvDistTex = half2((i.uvDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (tex2D(_DistortTex, i.uvDistTex).r - 0.5) * 0.2 * _DistortAmount;
i.uv.x += distortAmnt;
i.uv.y += distortAmnt;
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - i.uv;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((_Time.y * _WaveSpeed) % 360);
i.uv = i.uv + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000);
#endif
#if ROUNDWAVEUV_ON
float xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
float yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_ScreenParams.x / _ScreenParams.y);
float ripple = -sqrt(xWave*xWave + yWave* yWave);
i.uv += sin((ripple + _Time.y * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0);
#endif
#if WIND_ON
#if !MANUALWIND_ON
i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * sin(_Time * _GrassSpeed * 10)), uvRect.y)), 1);
#else
i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
#endif
#endif
half4 col = tex2D(_MainTex, i.uv) * i.color;
half originalAlpha = col.a;
col.rgb *= col.a;
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, _RandomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, _RandomSeed), 3.0);
col = tex2D(_MainTex, i.uv + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), _RandomSeed), 0)) * i.color;
#endif
#if CHROMABERR_ON
half4 r = tex2D(_MainTex, i.uv + half2(_ChromAberrAmount/10, 0)) * i.color;
half4 b = tex2D(_MainTex, i.uv + half2(-_ChromAberrAmount/10, 0)) * i.color;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
#if FADE_ON
half2 tiledUvFade1= i.uvFadeTex1;
half2 tiledUvFade2 = i.uvFadeTex2;
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = tex2D(_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount + 0.01, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * tex2D(_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
#if BLUR_ON
#if !BLURISHD_ON
col = BlurHD(i.uv, _MainTex, _BlurIntensity) * i.color;
#else
col = Blur(i.uv, _MainTex, _BlurIntensity) * i.color;
#endif
#endif
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, float2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += tex2D(_MainTex, i.uv);
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
half luminance = 0;
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = tex2D(_ColorSwapTex, i.uv);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * col.a * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * col.a * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * col.a * saturate(luminance + _ColorSwapBlueLuminosity);
col.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = col.rgb + redSwap + greenSwap + blueSwap;
#endif
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
col.rgb = tex2D(_ColorRampTex, half2(luminance, 0)).rgb;
#endif
#if CHANGECOLOR_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(col.rgb - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#endif
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = half3(luminance, luminance, luminance) * _GreyscaleTintColor;
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
col.a = saturate(luminance - _GhostTransparency) * col.a;
col.rgb *= luminance + _GhostColorBoost;
#endif
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, i.uv, _MainTex) - GetPixel(0, -_InnerOutlineThickness, i.uv, _MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, i.uv, _MainTex) - GetPixel(-_InnerOutlineThickness, 0, i.uv, _MainTex));
#if !ONLYINNEROUTLINE_ON
innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#else
innerT *= col.a * _InnerOutlineAlpha;
col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
col.a = step(0.3, col.r+col.g+col.b);
#endif
#endif
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
half _GradBoost = 1.2;
half4 vertical = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, tiledUvGrad.x * _GradBoost),
lerp(_GradTopLeftCol, _GradTopRightCol, tiledUvGrad.x * _GradBoost), tiledUvGrad.y * _GradBoost);
col.rgb = lerp(col.rgb, vertical.rgb, _GradBlend) * col.a;
#endif
//OUTLINE-------------------------------------------------------------
#if OUTBASE_ON
#ifdef OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
i.uvOutDistTex.x += ((_Time + _RandomSeed) * _OutlineDistortTexXSpeed) % 1;
i.uvOutDistTex.y += ((_Time + _RandomSeed) * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
i.uvOutDistTex = half2((i.uvOutDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (tex2D(_OutlineDistortTex, i.uvOutDistTex).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = tex2D(_MainTex, i.uv + half2(destUv.x, 0)).a;
half spriteRight = tex2D(_MainTex, i.uv - half2(destUv.x, 0)).a;
half spriteBottom = tex2D(_MainTex, i.uv + half2(0, destUv.y)).a;
half spriteTop = tex2D(_MainTex, i.uv - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = tex2D(_MainTex, i.uv + half2(destUv.x, destUv.y)).a;
half spriteTopRight = tex2D(_MainTex, i.uv + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = tex2D(_MainTex, i.uv + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = tex2D(_MainTex, i.uv + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
i.uvOutTex.x += (_Time * _OutlineTexXSpeed) % 1;
i.uvOutTex.y += (_Time * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
i.uvOutTex = half2((i.uvOutTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = tex2D(_OutlineTex, i.uvOutTex);
#if OUTGREYTEXTURE_ON
luminance = 0.3 * tempOutColor.r + 0.59 * tempOutColor.g + 0.11 * tempOutColor.b;
tempOutColor = half4(luminance, luminance, luminance, 1);
#endif
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) *_OutlineAlpha;
half4 outline = result * _OutlineColor;
outline.rgb *= _OutlineGlow * 2;
#if ONLYOUTLINE_ON
col = outline;
#else
col += outline;
#endif
#endif
//-----------------------------------------------------------------------------
#if SHADOW_ON
half shadowA = tex2D(_MainTex, i.uv + half2(_ShadowX, _ShadowY)).a;
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * i.color.a, col.a);
#endif
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = tex2D(_GlowTex, i.uv);
#else
emission = col;
#endif
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
col.rgb = tex2D(_ColorRampTex, half2(luminance, 0)).rgb;
#endif
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = half3(luminance, luminance, luminance) * _GreyscaleTintColor;
#endif
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
#if SHINE_ON
half shineMask = tex2D(_ShineMask, i.uv).a;
half lowLevel = _ShineLocation - _ShineWidth;
half highLevel = _ShineLocation + _ShineWidth;
half currentDistanceProjection = (i.uv.x + i.uv.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - lowLevel), 0.0) * max(sign(highLevel - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
#endif
col.a *= _Alpha;
#if ALPHACUTOFF_ON
clip((1 - _AlphaCutoffValue) - (1 - col.a) - 0.01);
#endif
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((_Time.x + _RandomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
col.a *= lerp(alpha, 1, max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0));
col.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
#endif
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + _RandomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
col *= _Color;
return col;
}
ENDCG
}
}
CustomEditor "AllIn1SpriteShader"
Fallback "Sprites/Default"
}

View file

@ -0,0 +1,19 @@
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externalObjects: {}
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- _GlowTex: {instanceID: 0}
- _FadeTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3}
- _FadeBurnTex: {fileID: 2800000, guid: 677cca399782dea41aedc1d292ecb67d, type: 3}
- _OutlineTex: {fileID: 2800000, guid: 74087f6d03f233e4a8a142fa01f9e5cf, type: 3}
- _OutlineDistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97,
type: 3}
- _ColorSwapTex: {instanceID: 0}
- _ColorRampTex: {fileID: 2800000, guid: 279657edc397ece4b8029c727adf6ddc, type: 3}
- _DistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3}
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,972 @@
Shader "AllIn1SpriteShader/AllIn1SpriteShaderScrollView"
{
Properties
{
[Header(_General Properties_)]
_MainTex("Main Texture", 2D) = "white" {} //0
_Color("Main Color", Color) = (1,1,1,1) //1
_Alpha("General Alpha", Range(0,1)) = 1 //2
_GlowColor("Glow Color", Color) = (1,1,1,1) //3
_Glow("Glow Intensity", Range(0,100)) = 10 //4
[Space]
[Space]
[Toggle()] _GlowTexUsed("Glow Texture used?", float) = 0 //5
[Header(Texture does not support Tiling)]
_GlowTex("Glow Texture", 2D) = "white" {} //6
_FadeTex("Fade Texture", 2D) = "white" {} //7
_FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8
_FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9
_FadeBurnTransition("Fade Burn Smooth Transition", Range(0.01,0.5)) = 0.075 //10
_FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11
_FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12
_FadeBurnGlow("Fade Burn Glow", Range(1,50)) = 2//13
[Header(_Outline Basic Properties_)]
_OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14
_OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15
_OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16
[Toggle()] _Outline8Directions("Outline Base High Resolution?", float) = 0 //17
_OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //18
[Header(_Outline Width_)]
[Toggle()] _OutlineIsPixel("Outline Base is Pixel Perfect?", float) = 0 //19
_OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //20
[Space]
[Header(_Outline Texture_)]
[Toggle()] _OutlineTexToggle("Outline uses texture?", float) = 0 //21
_OutlineTex("Outline Texture", 2D) = "white" {} //22
_OutlineTexXSpeed("Outline Texture scroll speed X axis", Range(-50,50)) = 10 //23
_OutlineTexYSpeed("Outline Texture scroll speed Y axis", Range(-50,50)) = 0 //24
[Toggle()] _OutlineTexGrey("Outline Texture is Greyscaled?", float) = 0 //25
[Space]
[Header(_Outline Distortion_)]
[Toggle()] _OutlineDistortToggle("Outline uses distortion?", float) = 0 //26
_OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //27
_OutlineDistortAmount("Outline Distortion Amounts", Range(0,2)) = 0.5 //28
_OutlineDistortTexXSpeed("Outline Distortion scroll speed X axis", Range(-50,50)) = 5 //29
_OutlineDistortTexYSpeed("Outline Distortion scroll speed Y axis", Range(-50,50)) = 5 //30
_GradBlend("Gradient Blend", Range(0,1)) = 1 //31
_GradTopLeftCol("Gradient Top Left Color", Color) = (1,0,0,1) //32
_GradTopRightCol("Gradient Top Right Color", Color) = (1,0,0,1) //33
_GradBotLeftCol("Gradient Bot Left Color", Color) = (0,0,1,1) //34
_GradBotRightCol("Gradient Bot Right Color", Color) = (0,0,1,1) //35
_ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36
[Header(You will need a mask texture (see Documentation))]
_ColorSwapRed("Color Swap Red Channel", Color) = (1,1,1,1) //37
_ColorSwapRedLuminosity("Color Swap Red luminosity", Range(-1,1)) = 0.5 //38
_ColorSwapGreen("Color Swap Green Channel", Color) = (1,1,1,1) //39
_ColorSwapGreenLuminosity("Color Swap Green luminosity", Range(-1,1)) = 0.5 //40
_ColorSwapBlue("Color Swap Blue Channel", Color) = (1,1,1,1) //41
_ColorSwapBlueLuminosity("Color Swap Blue luminosity", Range(-1,1)) = 0.5 //42
_HsvShift("Hue Shift", Range(0, 360)) = 180 //43
_HsvSaturation("Hue Shift Saturation", Range(0, 2)) = 1 //44
_HsvBright("Hue Shift Bright", Range(0, 2)) = 1 //45
_HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46
_HitEffectGlow("Hit Effect Glow Intensity", Range(1,100)) = 5 //47
[Space]
[Header(_Tip_ Animate the following property)]
_HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48
_NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49
[Header(Looks bad with distorition effects)]
_PixelateSize("Pixelate size", Range(4,512)) = 32 //50
[Header(Texture does not support Tiling)]
_ColorRampTex("Color ramp Texture", 2D) = "white" {} //51
_ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52
[Toggle()] _ColorRampOutline("Color ramp affects outline?", float) = 0 //53
_GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54
[Toggle()] _GreyscaleOutline("Greyscale affects outline?", float) = 0 //55
_GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56
_PosterizeNumColors("Posterize Number of Colors", Range(0,100)) = 8 //57
_PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58
[Toggle()] _PosterizeOutline("Posterize affects outline and glow?", float) = 0 //59
[Header(This effect will not affect the outline)]
_BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60
[Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61
_MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62
_MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63
[Header(This effect will not affect the outline)]
_GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64
[Header(Choose the ghost color with the Main Color Property)]
_GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65
[Header(This effect will place the inner outlines over the original sprite)]
_InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66
_InnerOutlineThickness("Inner Outline Thickness", Range(0,3)) = 1 //67
_InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68
_InnerOutlineGlow("Inner Outline Glow", Range(1,100)) = 1 //69
_AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70
_HologramFlickerFreq("Hologram Flicker Frequence", Range(0, 5)) = 0.2 //71
_HologramFlickerAlpha("Hologram Flicker Alpha", Range(0, 1)) = 0 //72
_HologramStripesAmount("Hologram Stripes Amount", Range(0, 1)) = 0.2 //73
_HologramUnmodAmount("Hologram Unchanged Amount", Range(0, 1)) = 0.4 //74
_HologramStripesSpeed("Hologram Stripes Speed", Range(0, 20)) = 5 //75
_HologramMinAlpha("Hologram Min Alpha", Range(0, 1)) = 0.0 //76
_HologramMaxAlpha("Hologram Max Alpha", Range(0, 10)) = 1.0 //77
_ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78
_ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79
_GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80
_FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81
_FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82
_FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83
_ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84
_ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85
_ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86
_ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87
_HandDrawnAmount("Hand Drawn Amount", Range(2, 20)) = 10 //88
_HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89
_GrassSpeed("Grass Speed", Range(0,50)) = 2 //90
_GrassWind("Grass Wind (bend amount)", Range(0,50)) = 20 //91
[Space]
[Toggle()] _GrassManualToggle("Grass is manually animated?", float) = 0 //92
_GrassManualAnim("Grass Manual Anim", Range(-1,1)) = 1 //93
_WaveAmount("Wave Amount", Range(0, 25)) = 7 //94
_WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95
_WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96
_WaveX("Wave X Axis", Range(0, 1)) = 0 //97
_WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98
[Header(Only on single sprites, spritesheets NOT supported)]
_RectSize("Rect Size", Range(1, 4)) = 1 //99
_OffsetUvX("Offset X axis", Range(-1, 1)) = 0 //100
_OffsetUvY("Offset Y axis", Range(-1, 1)) = 0 //101
_ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102
_ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103
_ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104
_ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105
[Header(Set Texture Wrap Mode to Repeat)]
_TextureScrollXSpeed("Texture Scroll Speed X Axis", Range(-5, 5)) = 1 //106
_TextureScrollYSpeed("Texture Scroll Speed Y Axis", Range(-5, 5)) = 0 //107
_ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108
_DistortTex("Distortion Texture", 2D) = "white" {} //109
_DistortAmount("Distortion Amounts", Range(0,2)) = 0.5 //110
_DistortTexXSpeed("Distortion scroll speed X axis", Range(-50,50)) = 5 //111
_DistortTexYSpeed("Distortion scroll speed Y axis", Range(-50,50)) = 5 //112
_TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113
_TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114
_TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115
_TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116
[Header(_Tip_ Use Clipping effect to avoid possible undesired parts)]
_RotateUvAmount("Rotate Angle (in radians)", Range(0, 6.2831)) = 0 //117
_FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118
_PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119
_ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120
_ShakeUvX("Shake X Multiplier", Range(0, 5)) = 1.5 //121
_ShakeUvY("Shake Y Multiplier", Range(0, 5)) = 1 //122
_ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123
_ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124
_ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125
_ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126
_RoundWaveStrength("Round Wave Strength", Range(0, 1)) = 0.7 //127
_RoundWaveSpeed("Round Wave Speed", Range(0, 5)) = 2 //128
[Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129
_ShineColor("Shine Color", Color) = (1,1,1,1) // 130
_ShineLocation("Shine Location", Range(0,1)) = 0.5 // 131
_ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 132
_ShineGlow("Shine Glow", Range(0,100)) = 1 // 133
_ShineMask("Shine Mask", 2D) = "white" {} // 134
_GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //135
[HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0
[HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0
[HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest [unity_GUIZTestMode]
//The same than the original shader but with the stencil config needed for the scroll view
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature GLOWTEX_ON
#pragma shader_feature OUTBASE8DIR_ON
#pragma shader_feature OUTBASEPIXELPERF_ON
#pragma shader_feature OUTGREYTEXTURE_ON
#pragma shader_feature COLORRAMPOUTLINE_ON
#pragma shader_feature GREYSCALEOUTLINE_ON
#pragma shader_feature POSTERIZEOUTLINE_ON
#pragma shader_feature BLURISHD_ON
#pragma shader_feature MANUALWIND_ON
#pragma shader_feature RECTSIZE_ON
#pragma shader_feature OFFSETUV_ON
#pragma shader_feature CLIPPING_ON
#pragma shader_feature POLARUV_ON
#pragma shader_feature TWISTUV_ON
#pragma shader_feature ROTATEUV_ON
#pragma shader_feature FISHEYE_ON
#pragma shader_feature PINCH_ON
#pragma shader_feature SHAKEUV_ON
#pragma shader_feature WAVEUV_ON
#pragma shader_feature ROUNDWAVEUV_ON
#pragma shader_feature DOODLE_ON
#pragma shader_feature ZOOMUV_ON
#pragma shader_feature FADE_ON
#pragma shader_feature TEXTURESCROLL_ON
#pragma shader_feature GLOW_ON
#pragma shader_feature OUTBASE_ON
#pragma shader_feature OUTTEX_ON
#pragma shader_feature OUTDIST_ON
#pragma shader_feature DISTORT_ON
#pragma shader_feature WIND_ON
#pragma shader_feature GRADIENT_ON
#pragma shader_feature COLORSWAP_ON
#pragma shader_feature HSV_ON
#pragma shader_feature HITEFFECT_ON
#pragma shader_feature PIXELATE_ON
#pragma shader_feature NEGATIVE_ON
#pragma shader_feature COLORRAMP_ON
#pragma shader_feature GREYSCALE_ON
#pragma shader_feature POSTERIZE_ON
#pragma shader_feature BLUR_ON
#pragma shader_feature MOTIONBLUR_ON
#pragma shader_feature GHOST_ON
#pragma shader_feature INNEROUTLINE_ON
#pragma shader_feature HOLOGRAM_ON
#pragma shader_feature CHROMABERR_ON
#pragma shader_feature GLITCH_ON
#pragma shader_feature FLICKER_ON
#pragma shader_feature SHADOW_ON
#pragma shader_feature SHINE_ON
#pragma shader_feature ALPHACUTOFF_ON
#pragma shader_feature CHANGECOLOR_ON
#pragma shader_feature ATLAS_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#include "UnityCG.cginc"
#include "AllIn1OneShaderFunctions.cginc"
struct appdata
{
half4 vertex : POSITION;
half2 uv : TEXCOORD0;
half4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
half4 vertex : SV_POSITION;
half4 color : COLOR;
#if OUTTEX_ON
half2 uvOutTex : TEXCOORD1;
#endif
#if OUTDIST_ON
half2 uvOutDistTex : TEXCOORD2;
#endif
#if DISTORT_ON
half2 uvDistTex : TEXCOORD3;
#endif
#if FADE_ON
half2 uvFadeTex1 : TEXCOORD4;
half2 uvFadeTex2 : TEXCOORD5;
#endif
};
sampler2D _MainTex;
half4 _MainTex_ST, _MainTex_TexelSize, _Color;
half _Alpha, _RandomSeed;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if FADE_ON
sampler2D _FadeTex, _FadeBurnTex;
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if GLOW_ON
sampler2D _GlowTex;
half4 _GlowColor;
half _Glow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
sampler2D _OutlineTex;
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
sampler2D _OutlineDistortTex;
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if DISTORT_ON
sampler2D _DistortTex;
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim;
#endif
#if GRADIENT_ON
half _GradBlend;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
sampler2D _ColorSwapTex;
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if COLORRAMP_ON
sampler2D _ColorRampTex;
half _ColorRampLuminosity;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
sampler2D _ShineMask;
half4 _ShineColor;
half _ShineLocation, _ShineWidth, _ShineGlow;
#endif
#if ALPHACUTOFF_ON
half _AlphaCutoffValue;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
v2f vert(appdata v)
{
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
#if POLARUV_ON
o.uv = v.uv - 0.5f;
#endif
#if ROTATEUV_ON
half2 uvC = v.uv;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
float2x2 rot = float2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= half2(0.5, 0.5);
o.uv = mul(rot, uvC);
o.uv += half2(0.5, 0.5);
#endif
#if OUTTEX_ON
o.uvOutTex = TRANSFORM_TEX(v.uv, _OutlineTex);
#endif
#if OUTDIST_ON
o.uvOutDistTex = TRANSFORM_TEX(v.uv, _OutlineDistortTex);
#endif
#if DISTORT_ON
o.uvDistTex = TRANSFORM_TEX(v.uv, _DistortTex);
#endif
#if FADE_ON
o.uvFadeTex1 = TRANSFORM_TEX(v.uv, _FadeTex);
o.uvFadeTex2 = TRANSFORM_TEX(v.uv, _FadeBurnTex);
#endif
return o;
}
half3 GetPixel(in int offsetX, in int offsetY, half2 uv, sampler2D tex)
{
return tex2D(tex, (uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y))).rgb;
}
half4 frag(v2f i) : SV_Target
{
half2 uvRect = i.uv;
#if ATLAS_ON
uvRect = half2((i.uv.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
#if CLIPPING_ON
half2 tiledUv = half2(i.uv.x / _MainTex_ST.x, i.uv.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
#if OFFSETUV_ON
i.uv += half2(_OffsetUvX, _OffsetUvY);
#endif
#if POLARUV_ON
i.uv = half2(atan2(i.uv.y, i.uv.x) / (2.0f * 3.141592653589f), length(i.uv));
i.uv *= _MainTex_ST.xy;
#endif
#if TWISTUV_ON
half2 tempUv = i.uv - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
i.uv = tempUv;
#endif
#if FISHEYE_ON
half2 midF = 0.5 * _MainTex_ST.xy;
half bind = length(midF);
half2 dF = i.uv - midF;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
i.uv = midF + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
#if PINCH_ON
half2 midP = 0.5 * _MainTex_ST.xy;
float2 dP = i.uv - midP;
float pinchInt = (3.141592 / length(midP)) * (-_PinchUvAmount + 0.001);
i.uv = midP + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor(_Time * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
i.uv = lerp(i.uv, i.uv + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
#if SHAKEUV_ON
half xShake = sin((_Time + _RandomSeed) * _ShakeUvSpeed * 500 * _ShakeUvX);
half yShake = sin((_Time + _RandomSeed) * _ShakeUvSpeed * 500 * _ShakeUvY);
i.uv += half2(xShake * 0.01, yShake * 0.01);
#endif
#if ZOOMUV_ON
half2 center = half2(0.5 * _MainTex_ST.x, 0.5 * _MainTex_ST.y);
i.uv -= center;
i.uv = i.uv * _ZoomUvAmount;
i.uv += center;
#endif
#if TEXTURESCROLL_ON
i.uv.x += (_Time.y * _TextureScrollXSpeed) % 1;
i.uv.y += (_Time.y * _TextureScrollYSpeed) % 1;
#endif
#if RECTSIZE_ON
i.uv = i.uv.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
#if PIXELATE_ON
i.uv = floor(i.uv * _PixelateSize) / _PixelateSize;
#endif
#if DISTORT_ON
i.uvDistTex.x += (_Time * _DistortTexXSpeed) % 1;
i.uvDistTex.y += (_Time * _DistortTexYSpeed) % 1;
#if ATLAS_ON
i.uvDistTex = half2((i.uvDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (tex2D(_DistortTex, i.uvDistTex).r - 0.5) * 0.2 * _DistortAmount;
i.uv.x += distortAmnt;
i.uv.y += distortAmnt;
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - i.uv;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((_Time.y * _WaveSpeed) % 360);
i.uv = i.uv + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000);
#endif
#if ROUNDWAVEUV_ON
float xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
float yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_ScreenParams.x / _ScreenParams.y);
float ripple = -sqrt(xWave*xWave + yWave* yWave);
i.uv += sin((ripple + _Time.y * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0);
#endif
#if WIND_ON
#if !MANUALWIND_ON
i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * sin(_Time * _GrassSpeed * 10)), uvRect.y)), 1);
#else
i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
#endif
#endif
half4 col = tex2D(_MainTex, i.uv) * i.color;
half originalAlpha = col.a;
col.rgb *= col.a;
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, _RandomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, _RandomSeed), 3.0);
col = tex2D(_MainTex, i.uv + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), _RandomSeed), 0)) * i.color;
#endif
#if CHROMABERR_ON
half4 r = tex2D(_MainTex, i.uv + half2(_ChromAberrAmount/10, 0)) * i.color;
half4 b = tex2D(_MainTex, i.uv + half2(-_ChromAberrAmount/10, 0)) * i.color;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
#if FADE_ON
half2 tiledUvFade1= i.uvFadeTex1;
half2 tiledUvFade2 = i.uvFadeTex2;
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = tex2D(_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount + 0.01, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * tex2D(_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
#if BLUR_ON
#if !BLURISHD_ON
col = BlurHD(i.uv, _MainTex, _BlurIntensity) * i.color;
#else
col = Blur(i.uv, _MainTex, _BlurIntensity) * i.color;
#endif
#endif
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, float2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += tex2D(_MainTex, i.uv);
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
half luminance = 0;
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = tex2D(_ColorSwapTex, i.uv);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * col.a * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * col.a * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * col.a * saturate(luminance + _ColorSwapBlueLuminosity);
col.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = col.rgb + redSwap + greenSwap + blueSwap;
#endif
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
col.rgb = tex2D(_ColorRampTex, half2(luminance, 0)).rgb;
#endif
#if CHANGECOLOR_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(col.rgb - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#endif
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = half3(luminance, luminance, luminance) * _GreyscaleTintColor;
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
col.a = saturate(luminance - _GhostTransparency) * col.a;
col.rgb *= luminance + _GhostColorBoost;
#endif
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, i.uv, _MainTex) - GetPixel(0, -_InnerOutlineThickness, i.uv, _MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, i.uv, _MainTex) - GetPixel(-_InnerOutlineThickness, 0, i.uv, _MainTex));
innerT /= 2.0;
innerT *= col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#endif
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
half _GradBoost = 1.2;
half4 vertical = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, tiledUvGrad.x * _GradBoost),
lerp(_GradTopLeftCol, _GradTopRightCol, tiledUvGrad.x * _GradBoost), tiledUvGrad.y * _GradBoost);
col.rgb = lerp(col.rgb, vertical.rgb, _GradBlend) * col.a;
#endif
//OUTLINE-------------------------------------------------------------
#if OUTBASE_ON
#ifdef OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
i.uvOutDistTex.x += (_Time * _OutlineDistortTexXSpeed) % 1;
i.uvOutDistTex.y += (_Time * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
i.uvOutDistTex = half2((i.uvOutDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (tex2D(_OutlineDistortTex, i.uvOutDistTex).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = tex2D(_MainTex, i.uv + half2(destUv.x, 0)).a;
half spriteRight = tex2D(_MainTex, i.uv - half2(destUv.x, 0)).a;
half spriteBottom = tex2D(_MainTex, i.uv + half2(0, destUv.y)).a;
half spriteTop = tex2D(_MainTex, i.uv - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = tex2D(_MainTex, i.uv + half2(destUv.x, destUv.y)).a;
half spriteTopRight = tex2D(_MainTex, i.uv + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = tex2D(_MainTex, i.uv + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = tex2D(_MainTex, i.uv + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
i.uvOutTex.x += (_Time * _OutlineTexXSpeed) % 1;
i.uvOutTex.y += (_Time * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
i.uvOutTex = half2((i.uvOutTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = tex2D(_OutlineTex, i.uvOutTex);
#if OUTGREYTEXTURE_ON
luminance = 0.3 * tempOutColor.r + 0.59 * tempOutColor.g + 0.11 * tempOutColor.b;
tempOutColor = half4(luminance, luminance, luminance, 1);
#endif
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) *_OutlineAlpha;
half4 outline = result * _OutlineColor;
outline.rgb *= _OutlineGlow * 2;
col += outline;
#endif
//-----------------------------------------------------------------------------
#if SHADOW_ON
half shadowA = tex2D(_MainTex, i.uv + half2(_ShadowX, _ShadowY)).a;
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * i.color.a, col.a);
#endif
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = tex2D(_GlowTex, i.uv);
#else
emission = col;
#endif
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
col.rgb = tex2D(_ColorRampTex, half2(luminance, 0)).rgb;
#endif
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = half3(luminance, luminance, luminance) * _GreyscaleTintColor;
#endif
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
#if SHINE_ON
half shineMask = tex2D(_ShineMask, i.uv).a;
half lowLevel = _ShineLocation - _ShineWidth;
half highLevel = _ShineLocation + _ShineWidth;
half currentDistanceProjection = (i.uv.x + i.uv.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * (currentDistanceProjection > lowLevel) * (currentDistanceProjection < highLevel) * _ShineColor * shineMask;
#endif
col.a *= _Alpha;
#if ALPHACUTOFF_ON
clip((1 - _AlphaCutoffValue) - (1 - col.a) - 0.01);
#endif
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((_Time.x + _RandomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
col.a *= lerp(alpha, 1, max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0));
col.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
#endif
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + _RandomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
col *= _Color;
return col;
}
ENDCG
}
}
CustomEditor "AllIn1SpriteShaderStencil"
Fallback "Sprites/Default"
}

View file

@ -0,0 +1,19 @@
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guid: a53f4bb29f3644b43b5075c6dcfecb32
ShaderImporter:
externalObjects: {}
defaultTextures:
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- _GlowTex: {instanceID: 0}
- _FadeTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3}
- _FadeBurnTex: {fileID: 2800000, guid: 677cca399782dea41aedc1d292ecb67d, type: 3}
- _OutlineTex: {fileID: 2800000, guid: 74087f6d03f233e4a8a142fa01f9e5cf, type: 3}
- _OutlineDistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97,
type: 3}
- _ColorSwapTex: {instanceID: 0}
- _ColorRampTex: {fileID: 2800000, guid: 279657edc397ece4b8029c727adf6ddc, type: 3}
- _DistortTex: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3}
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,988 @@
Shader "AllIn1SpriteShader/AllIn1SpriteShaderUnscaledTime"
{
Properties
{
[Header(_General Properties_)]
_MainTex ("Main Texture", 2D) = "white" {} //0
_Color("Main Color", Color) = (1,1,1,1) //1
_Alpha("General Alpha", Range(0,1)) = 1 //2
_GlowColor("Glow Color", Color) = (1,1,1,1) //3
_Glow("Glow Intensity", Range(0,100)) = 10 //4
[Space]
[Space]
[Toggle()] _GlowTexUsed("Glow Texture used?", float) = 0 //5
[Header(Texture does not support Tiling)]
_GlowTex("Glow Texture", 2D) = "white" {} //6
_FadeTex("Fade Texture", 2D) = "white" {} //7
_FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8
_FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9
_FadeBurnTransition("Fade Burn Smooth Transition", Range(0.01,0.5)) = 0.075 //10
_FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11
_FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12
_FadeBurnGlow("Fade Burn Glow", Range(1,50)) = 2//13
[Header(_Outline Basic Properties_)]
_OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14
_OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15
_OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16
[Toggle()] _Outline8Directions("Outline Base High Resolution?", float) = 0 //17
_OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //18
[Header(_Outline Width_)]
[Toggle()] _OutlineIsPixel("Outline Base is Pixel Perfect?", float) = 0 //19
_OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //20
[Space]
[Header(_Outline Texture_)]
[Toggle()] _OutlineTexToggle("Outline uses texture?", float) = 0 //21
_OutlineTex("Outline Texture", 2D) = "white" {} //22
_OutlineTexXSpeed("Outline Texture scroll speed X axis", Range(-50,50)) = 10 //23
_OutlineTexYSpeed("Outline Texture scroll speed Y axis", Range(-50,50)) = 0 //24
[Toggle()] _OutlineTexGrey("Outline Texture is Greyscaled?", float) = 0 //25
[Space]
[Header(_Outline Distortion_)]
[Toggle()] _OutlineDistortToggle("Outline uses distortion?", float) = 0 //26
_OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //27
_OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //28
_OutlineDistortTexXSpeed("Outline Distortion scroll speed X axis", Range(-50,50)) = 5 //29
_OutlineDistortTexYSpeed("Outline Distortion scroll speed Y axis", Range(-50,50)) = 5 //30
_GradBlend("Gradient Blend", Range(0,1)) = 1 //31
_GradTopLeftCol("Gradient Top Left Color", Color) = (1,0,0,1) //32
_GradTopRightCol("Gradient Top Right Color", Color) = (1,0,0,1) //33
_GradBotLeftCol("Gradient Bot Left Color", Color) = (0,0,1,1) //34
_GradBotRightCol("Gradient Bot Right Color", Color) = (0,0,1,1) //35
_ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36
[Header(You will need a mask texture (see Documentation))]
_ColorSwapRed("Color Swap Red Channel", Color) = (1,1,1,1) //37
_ColorSwapRedLuminosity("Color Swap Red luminosity", Range(-1,1)) = 0.5 //38
_ColorSwapGreen("Color Swap Green Channel", Color) = (1,1,1,1) //39
_ColorSwapGreenLuminosity("Color Swap Green luminosity", Range(-1,1)) = 0.5 //40
_ColorSwapBlue("Color Swap Blue Channel", Color) = (1,1,1,1) //41
_ColorSwapBlueLuminosity("Color Swap Blue luminosity", Range(-1,1)) = 0.5 //42
_HsvShift("Hue Shift", Range(0, 360)) = 180 //43
_HsvSaturation("Hue Shift Saturation", Range(0, 2)) = 1 //44
_HsvBright("Hue Shift Bright", Range(0, 2)) = 1 //45
_HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46
_HitEffectGlow("Hit Effect Glow Intensity", Range(1,100)) = 5 //47
[Space]
[Header(_Tip_ Animate the following property)]
_HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48
_NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49
[Header(Looks bad with distorition effects)]
_PixelateSize("Pixelate size", Range(4,512)) = 32 //50
[Header(Texture does not support Tiling)]
_ColorRampTex("Color ramp Texture", 2D) = "white" {} //51
_ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52
[Toggle()] _ColorRampOutline("Color ramp affects outline?", float) = 0 //53
_GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54
[Toggle()] _GreyscaleOutline("Greyscale affects outline?", float) = 0 //55
_GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56
_PosterizeNumColors("Posterize Number of Colors", Range(0,100)) = 8 //57
_PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58
[Toggle()] _PosterizeOutline("Posterize affects outline and glow?", float) = 0 //59
[Header(This effect will not affect the outline)]
_BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60
[Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61
_MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62
_MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63
[Header(This effect will not affect the outline)]
_GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64
[Header(Choose the ghost color with the Main Color Property)]
_GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65
[Header(This effect will place the inner outlines over the original sprite)]
_InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66
_InnerOutlineThickness("Inner Outline Thickness", Range(0,3)) = 1 //67
_InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68
_InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 1 //69
_AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70
[Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71
[Toggle()] _OnlyInnerOutline("Only render innerr outline?", float) = 0 //72
_HologramStripesAmount("Hologram Stripes Amount", Range(0, 1)) = 0.2 //73
_HologramUnmodAmount("Hologram Unchanged Amount", Range(0, 1)) = 0.4 //74
_HologramStripesSpeed("Hologram Stripes Speed", Range(0, 20)) = 5 //75
_HologramMinAlpha("Hologram Min Alpha", Range(0, 1)) = 0.0 //76
_HologramMaxAlpha("Hologram Max Alpha", Range(0, 10)) = 1.0 //77
_ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78
_ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79
_GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80
_FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81
_FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82
_FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83
_ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84
_ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85
_ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86
_ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87
_HandDrawnAmount("Hand Drawn Amount", Range(2, 20)) = 10 //88
_HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89
_GrassSpeed("Grass Speed", Range(0,50)) = 2 //90
_GrassWind("Grass Wind (bend amount)", Range(0,50)) = 20 //91
[Space]
[Toggle()] _GrassManualToggle("Grass is manually animated?", float) = 0 //92
_GrassManualAnim("Grass Manual Anim", Range(-1,1)) = 1 //93
_WaveAmount("Wave Amount", Range(0, 25)) = 7 //94
_WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95
_WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96
_WaveX("Wave X Axis", Range(0, 1)) = 0 //97
_WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98
[Header(Only on single sprites, spritesheets NOT supported)]
_RectSize("Rect Size", Range(1, 4)) = 1 //99
_OffsetUvX("Offset X axis", Range(-1, 1)) = 0 //100
_OffsetUvY("Offset Y axis", Range(-1, 1)) = 0 //101
_ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102
_ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103
_ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104
_ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105
[Header(Set Texture Wrap Mode to Repeat)]
_TextureScrollXSpeed("Texture Scroll Speed X Axis", Range(-5, 5)) = 1 //106
_TextureScrollYSpeed("Texture Scroll Speed Y Axis", Range(-5, 5)) = 0 //107
_ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108
_DistortTex("Distortion Texture", 2D) = "white" {} //109
_DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110
_DistortTexXSpeed("Distortion scroll speed X axis", Range(-50,50)) = 5 //111
_DistortTexYSpeed("Distortion scroll speed Y axis", Range(-50,50)) = 5 //112
_TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113
_TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114
_TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115
_TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116
[Header(_Tip_ Use Clipping effect to avoid possible undesired parts)]
_RotateUvAmount("Rotate Angle (in radians)", Range(0, 6.2831)) = 0 //117
_FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118
_PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119
_ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120
_ShakeUvX("Shake X Multiplier", Range(0, 5)) = 1.5 //121
_ShakeUvY("Shake Y Multiplier", Range(0, 5)) = 1 //122
_ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123
_ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124
_ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125
_ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126
_RoundWaveStrength("Round Wave Strength", Range(0, 1)) = 0.7 //127
_RoundWaveSpeed("Round Wave Speed", Range(0, 5)) = 2 //128
[Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129
_ZWrite ("Depth Write", Float) = 0.0 // 130
_MySrcMode ("SrcMode", Float) = 5 // 131
_MyDstMode ("DstMode", Float) = 10 // 132
_ShineColor("Shine Color", Color) = (1,1,1,1) // 133
_ShineLocation("Shine Location", Range(0,1)) = 0.5 // 134
_ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 135
_ShineGlow("Shine Glow", Range(0,100)) = 1 // 136
_ShineMask("Shine Mask", 2D) = "white" {} // 137
_GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //138
_ZTestMode ("Z Test Mode", Float) = 4 // 139
[HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0
[HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0
[HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0
}
SubShader
{
Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend [_MySrcMode] [_MyDstMode]
Cull Off
ZWrite [_ZWrite]
ZTest [_ZTestMode]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature GLOW_ON
#pragma shader_feature FADE_ON
#pragma shader_feature OUTBASE_ON
#pragma shader_feature ONLYOUTLINE_ON
#pragma shader_feature GRADIENT_ON
#pragma shader_feature COLORSWAP_ON
#pragma shader_feature HSV_ON
#pragma shader_feature CHANGECOLOR_ON
#pragma shader_feature COLORRAMP_ON
#pragma shader_feature HITEFFECT_ON
#pragma shader_feature NEGATIVE_ON
#pragma shader_feature PIXELATE_ON
#pragma shader_feature GREYSCALE_ON
#pragma shader_feature POSTERIZE_ON
#pragma shader_feature BLUR_ON
#pragma shader_feature MOTIONBLUR_ON
#pragma shader_feature GHOST_ON
#pragma shader_feature INNEROUTLINE_ON
#pragma shader_feature ONLYINNEROUTLINE_ON
#pragma shader_feature HOLOGRAM_ON
#pragma shader_feature CHROMABERR_ON
#pragma shader_feature GLITCH_ON
#pragma shader_feature FLICKER_ON
#pragma shader_feature SHADOW_ON
#pragma shader_feature SHINE_ON
#pragma shader_feature ALPHACUTOFF_ON
#pragma shader_feature DOODLE_ON
#pragma shader_feature WIND_ON
#pragma shader_feature WAVEUV_ON
#pragma shader_feature ROUNDWAVEUV_ON
#pragma shader_feature RECTSIZE_ON
#pragma shader_feature OFFSETUV_ON
#pragma shader_feature CLIPPING_ON
#pragma shader_feature TEXTURESCROLL_ON
#pragma shader_feature ZOOMUV_ON
#pragma shader_feature DISTORT_ON
#pragma shader_feature TWISTUV_ON
#pragma shader_feature ROTATEUV_ON
#pragma shader_feature POLARUV_ON
#pragma shader_feature FISHEYE_ON
#pragma shader_feature PINCH_ON
#pragma shader_feature SHAKEUV_ON
#pragma shader_feature GLOWTEX_ON
#pragma shader_feature OUTTEX_ON
#pragma shader_feature OUTDIST_ON
#pragma shader_feature OUTBASE8DIR_ON
#pragma shader_feature OUTBASEPIXELPERF_ON
#pragma shader_feature OUTGREYTEXTURE_ON
#pragma shader_feature COLORRAMPOUTLINE_ON
#pragma shader_feature GREYSCALEOUTLINE_ON
#pragma shader_feature POSTERIZEOUTLINE_ON
#pragma shader_feature BLURISHD_ON
#pragma shader_feature MANUALWIND_ON
#pragma shader_feature ATLAS_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#pragma shader_feature CUSTOMBLENDING_ON
#pragma shader_feature CUSTOMZTEST_ON
#include "UnityCG.cginc"
#include "AllIn1OneShaderFunctions.cginc"
struct appdata
{
half4 vertex : POSITION;
half2 uv : TEXCOORD0;
half4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
half4 vertex : SV_POSITION;
half4 color : COLOR;
#if OUTTEX_ON
half2 uvOutTex : TEXCOORD1;
#endif
#if OUTDIST_ON
half2 uvOutDistTex : TEXCOORD2;
#endif
#if DISTORT_ON
half2 uvDistTex : TEXCOORD3;
#endif
#if FADE_ON
half2 uvFadeTex1 : TEXCOORD4;
half2 uvFadeTex2 : TEXCOORD5;
#endif
};
float globalUnscaledTime;
sampler2D _MainTex;
half4 _MainTex_ST, _MainTex_TexelSize, _Color;
half _Alpha, _RandomSeed;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if FADE_ON
sampler2D _FadeTex, _FadeBurnTex;
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if GLOW_ON
sampler2D _GlowTex;
half4 _GlowColor;
half _Glow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
sampler2D _OutlineTex;
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
sampler2D _OutlineDistortTex;
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if DISTORT_ON
sampler2D _DistortTex;
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim;
#endif
#if GRADIENT_ON
half _GradBlend;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
sampler2D _ColorSwapTex;
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if COLORRAMP_ON
sampler2D _ColorRampTex;
half _ColorRampLuminosity;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
sampler2D _ShineMask;
half4 _ShineColor;
half _ShineLocation, _ShineWidth, _ShineGlow;
#endif
#if ALPHACUTOFF_ON
half _AlphaCutoffValue;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
v2f vert (appdata v)
{
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
v2f o;
#if BILBOARD_ON
half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0));
half3 camUp = half3(0,1,0);
#if BILBOARDY_ON
camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0));
#endif
half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp;
o.vertex = UnityObjectToClipPos(half4(localPos, 1));
#else
o.vertex = UnityObjectToClipPos(v.vertex);
#endif
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
#if POLARUV_ON
o.uv = v.uv - 0.5f;
#endif
#if ROTATEUV_ON
half2 uvC = v.uv;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
float2x2 rot = float2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= half2(0.5, 0.5);
o.uv = mul(rot, uvC);
o.uv += half2(0.5, 0.5);
#endif
#if OUTTEX_ON
o.uvOutTex = TRANSFORM_TEX(v.uv, _OutlineTex);
#endif
#if OUTDIST_ON
o.uvOutDistTex = TRANSFORM_TEX(v.uv, _OutlineDistortTex);
#endif
#if DISTORT_ON
o.uvDistTex = TRANSFORM_TEX(v.uv, _DistortTex);
#endif
#if FADE_ON
o.uvFadeTex1 = TRANSFORM_TEX(v.uv, _FadeTex);
o.uvFadeTex2 = TRANSFORM_TEX(v.uv, _FadeBurnTex);
#endif
return o;
}
half3 GetPixel(in int offsetX, in int offsetY, half2 uv, sampler2D tex)
{
return tex2D(tex, (uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y))).rgb;
}
half4 frag (v2f i) : SV_Target
{
half2 uvRect = i.uv;
#if ATLAS_ON
uvRect = half2((i.uv.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
#if CLIPPING_ON
half2 tiledUv = half2(i.uv.x / _MainTex_ST.x, i.uv.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
#if OFFSETUV_ON
i.uv += half2(_OffsetUvX, _OffsetUvY);
#endif
#if POLARUV_ON
i.uv = half2(atan2(i.uv.y, i.uv.x) / (2.0f * 3.141592653589f), length(i.uv));
i.uv *= _MainTex_ST.xy;
#endif
#if TWISTUV_ON
half2 tempUv = i.uv - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
i.uv = tempUv;
#endif
#if FISHEYE_ON
half2 midF = 0.5 * _MainTex_ST.xy;
half bind = length(midF);
half2 dF = i.uv - midF;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
i.uv = midF + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
#if PINCH_ON
half2 midP = 0.5 * _MainTex_ST.xy;
float2 dP = i.uv - midP;
float pinchInt = (3.141592 / length(midP)) * (-_PinchUvAmount + 0.001);
i.uv = midP + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor(globalUnscaledTime * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
i.uv = lerp(i.uv, i.uv + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
#if SHAKEUV_ON
half xShake = sin((globalUnscaledTime + _RandomSeed) * _ShakeUvSpeed * 500 * _ShakeUvX);
half yShake = sin((globalUnscaledTime + _RandomSeed) * _ShakeUvSpeed * 500 * _ShakeUvY);
i.uv += half2(xShake * 0.01, yShake * 0.01);
#endif
#if ZOOMUV_ON
half2 center = half2(0.5 * _MainTex_ST.x, 0.5 * _MainTex_ST.y);
i.uv -= center;
i.uv = i.uv * _ZoomUvAmount;
i.uv += center;
#endif
#if TEXTURESCROLL_ON
i.uv.x += ((globalUnscaledTime * 20) * _TextureScrollXSpeed) % 1;
i.uv.y += ((globalUnscaledTime * 20) * _TextureScrollYSpeed) % 1;
#endif
#if RECTSIZE_ON
i.uv = i.uv.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
#if PIXELATE_ON
i.uv = floor(i.uv * _PixelateSize) / _PixelateSize;
#endif
#if DISTORT_ON
i.uvDistTex.x += ((globalUnscaledTime + _RandomSeed) * _DistortTexXSpeed) % 1;
i.uvDistTex.y += ((globalUnscaledTime + _RandomSeed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
i.uvDistTex = half2((i.uvDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (tex2D(_DistortTex, i.uvDistTex).r - 0.5) * 0.2 * _DistortAmount;
i.uv.x += distortAmnt;
i.uv.y += distortAmnt;
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - i.uv;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - (((globalUnscaledTime * 20) * _WaveSpeed) % 360);
i.uv = i.uv + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000);
#endif
#if ROUNDWAVEUV_ON
float xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
float yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_ScreenParams.x / _ScreenParams.y);
float ripple = -sqrt(xWave*xWave + yWave* yWave);
i.uv += sin((ripple + (globalUnscaledTime * 20) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0);
#endif
#if WIND_ON
#if !MANUALWIND_ON
i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * sin(globalUnscaledTime * _GrassSpeed * 10)), uvRect.y)), 1);
#else
i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
#endif
#endif
half4 col = tex2D(_MainTex, i.uv) * i.color;
half originalAlpha = col.a;
col.rgb *= col.a;
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, _RandomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, _RandomSeed), 3.0);
col = tex2D(_MainTex, i.uv + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), _RandomSeed), 0)) * i.color;
#endif
#if CHROMABERR_ON
half4 r = tex2D(_MainTex, i.uv + half2(_ChromAberrAmount/10, 0)) * i.color;
half4 b = tex2D(_MainTex, i.uv + half2(-_ChromAberrAmount/10, 0)) * i.color;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
#if FADE_ON
half2 tiledUvFade1= i.uvFadeTex1;
half2 tiledUvFade2 = i.uvFadeTex2;
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = tex2D(_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount + 0.01, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * tex2D(_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
#if BLUR_ON
#if !BLURISHD_ON
col = BlurHD(i.uv, _MainTex, _BlurIntensity) * i.color;
#else
col = Blur(i.uv, _MainTex, _BlurIntensity) * i.color;
#endif
#endif
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, float2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += tex2D(_MainTex, i.uv);
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
half luminance = 0;
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = tex2D(_ColorSwapTex, i.uv);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * col.a * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * col.a * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * col.a * saturate(luminance + _ColorSwapBlueLuminosity);
col.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = col.rgb + redSwap + greenSwap + blueSwap;
#endif
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
col.rgb = tex2D(_ColorRampTex, half2(luminance, 0)).rgb;
#endif
#if CHANGECOLOR_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(col.rgb - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#endif
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = half3(luminance, luminance, luminance) * _GreyscaleTintColor;
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
col.a = saturate(luminance - _GhostTransparency) * col.a;
col.rgb *= luminance + _GhostColorBoost;
#endif
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, i.uv, _MainTex) - GetPixel(0, -_InnerOutlineThickness, i.uv, _MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, i.uv, _MainTex) - GetPixel(-_InnerOutlineThickness, 0, i.uv, _MainTex));
#if !ONLYINNEROUTLINE_ON
innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#else
innerT *= col.a * _InnerOutlineAlpha;
col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
col.a = step(0.3, col.r+col.g+col.b);
#endif
#endif
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
half _GradBoost = 1.2;
half4 vertical = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, tiledUvGrad.x * _GradBoost),
lerp(_GradTopLeftCol, _GradTopRightCol, tiledUvGrad.x * _GradBoost), tiledUvGrad.y * _GradBoost);
col.rgb = lerp(col.rgb, vertical.rgb, _GradBlend) * col.a;
#endif
//OUTLINE-------------------------------------------------------------
#if OUTBASE_ON
#ifdef OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
i.uvOutDistTex.x += ((globalUnscaledTime + _RandomSeed) * _OutlineDistortTexXSpeed) % 1;
i.uvOutDistTex.y += ((globalUnscaledTime + _RandomSeed) * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
i.uvOutDistTex = half2((i.uvOutDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (tex2D(_OutlineDistortTex, i.uvOutDistTex).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = tex2D(_MainTex, i.uv + half2(destUv.x, 0)).a;
half spriteRight = tex2D(_MainTex, i.uv - half2(destUv.x, 0)).a;
half spriteBottom = tex2D(_MainTex, i.uv + half2(0, destUv.y)).a;
half spriteTop = tex2D(_MainTex, i.uv - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = tex2D(_MainTex, i.uv + half2(destUv.x, destUv.y)).a;
half spriteTopRight = tex2D(_MainTex, i.uv + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = tex2D(_MainTex, i.uv + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = tex2D(_MainTex, i.uv + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
i.uvOutTex.x += (globalUnscaledTime * _OutlineTexXSpeed) % 1;
i.uvOutTex.y += (globalUnscaledTime * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
i.uvOutTex = half2((i.uvOutTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutTex.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = tex2D(_OutlineTex, i.uvOutTex);
#if OUTGREYTEXTURE_ON
luminance = 0.3 * tempOutColor.r + 0.59 * tempOutColor.g + 0.11 * tempOutColor.b;
tempOutColor = half4(luminance, luminance, luminance, 1);
#endif
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) *_OutlineAlpha;
half4 outline = result * _OutlineColor;
outline.rgb *= _OutlineGlow * 2;
#if ONLYOUTLINE_ON
col = outline;
#else
col += outline;
#endif
#endif
//-----------------------------------------------------------------------------
#if SHADOW_ON
half shadowA = tex2D(_MainTex, i.uv + half2(_ShadowX, _ShadowY)).a;
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * i.color.a, col.a);
#endif
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = tex2D(_GlowTex, i.uv);
#else
emission = col;
#endif
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
col.rgb = tex2D(_ColorRampTex, half2(luminance, 0)).rgb;
#endif
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = half3(luminance, luminance, luminance) * _GreyscaleTintColor;
#endif
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
#if SHINE_ON
half shineMask = tex2D(_ShineMask, i.uv).a;
half lowLevel = _ShineLocation - _ShineWidth;
half highLevel = _ShineLocation + _ShineWidth;
half currentDistanceProjection = (i.uv.x + i.uv.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - lowLevel), 0.0) * max(sign(highLevel - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
#endif
col.a *= _Alpha;
#if ALPHACUTOFF_ON
clip((1 - _AlphaCutoffValue) - (1 - col.a) - 0.01);
#endif
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((globalUnscaledTime + _RandomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
col.a *= lerp(alpha, 1, max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0));
col.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
#endif
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + ((globalUnscaledTime * 60) + _RandomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
col *= _Color;
return col;
}
ENDCG
}
}
CustomEditor "AllIn1SpriteShader"
Fallback "Sprites/Default"
}

View file

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View file

@ -0,0 +1,383 @@
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
[ExecuteInEditMode]
[AddComponentMenu("AllIn1SpriteShader/AddAllIn1Shader")]
public class AllIn1Shader : MonoBehaviour
{
private Material currMaterial, prevMaterial;
private bool matAssigned = false, destroyed = false;
private enum AfterSetAction { Clear, CopyMaterial, Reset};
#if UNITY_EDITOR
private static float timeLastReload = -1f;
private void Start()
{
if(timeLastReload < 0) timeLastReload = Time.time;
}
private void Update()
{
if (matAssigned || Application.isPlaying || !gameObject.activeSelf) return;
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr != null)
{
Renderer r = GetComponent<Renderer>();
if (r.sharedMaterial == null) return;
if (r.sharedMaterial.name.Contains("Default")) MakeNewMaterial();
else matAssigned = true;
}
else
{
Image img = GetComponent<Image>();
if (img != null)
{
if (img.material.name.Contains("Default")) MakeNewMaterial();
else matAssigned = true;
}
}
}
#endif
public void MakeNewMaterial()
{
SetMaterial(AfterSetAction.Clear);
}
public void MakeCopy()
{
SetMaterial(AfterSetAction.CopyMaterial);
}
private void ResetAllProperties()
{
SetMaterial(AfterSetAction.Reset);
}
private void SetMaterial(AfterSetAction action)
{
Shader allIn1Shader = Resources.Load("AllIn1SpriteShader", typeof(Shader)) as Shader;
if (!Application.isPlaying && Application.isEditor && allIn1Shader != null)
{
bool rendererExists = false;
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr != null)
{
rendererExists = true;
prevMaterial = new Material(GetComponent<Renderer>().sharedMaterial);
currMaterial = new Material(allIn1Shader);
GetComponent<Renderer>().sharedMaterial = currMaterial;
GetComponent<Renderer>().sharedMaterial.hideFlags = HideFlags.None;
matAssigned = true;
DoAfterSetAction(action);
}
else
{
Image img = GetComponent<Image>();
if (img != null)
{
rendererExists = true;
prevMaterial = new Material(img.material);
currMaterial = new Material(allIn1Shader);
img.material = currMaterial;
img.material.hideFlags = HideFlags.None;
matAssigned = true;
DoAfterSetAction(action);
}
}
if (!rendererExists)
{
MissingRenderer();
return;
}
else
{
SetSceneDirty();
}
}
else if (allIn1Shader == null)
{
Debug.LogError("Make sure the AllIn1SpriteShader file is inside the Resource folder!");
}
}
private void DoAfterSetAction(AfterSetAction action)
{
switch (action)
{
case AfterSetAction.Clear:
ClearAllKeywords();
break;
case AfterSetAction.CopyMaterial:
currMaterial.CopyPropertiesFromMaterial(prevMaterial);
break;
}
}
public void TryCreateNew()
{
bool rendererExists = false;
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr != null)
{
rendererExists = true;
Renderer r = GetComponent<Renderer>();
if (r != null && r.sharedMaterial != null && r.sharedMaterial.name.Contains("AllIn1"))
{
ResetAllProperties();
ClearAllKeywords();
}
else
{
CleanMaterial();
MakeNewMaterial();
}
}
else
{
Image img = GetComponent<Image>();
if (img != null)
{
rendererExists = true;
if (img.material.name.Contains("AllIn1"))
{
ResetAllProperties();
ClearAllKeywords();
}
else MakeNewMaterial();
}
}
if (!rendererExists)
{
MissingRenderer();
}
SetSceneDirty();
}
public void ClearAllKeywords()
{
SetKeyword("RECTSIZE_ON");
SetKeyword("OFFSETUV_ON");
SetKeyword("CLIPPING_ON");
SetKeyword("POLARUV_ON");
SetKeyword("TWISTUV_ON");
SetKeyword("ROTATEUV_ON");
SetKeyword("FISHEYE_ON");
SetKeyword("PINCH_ON");
SetKeyword("SHAKEUV_ON");
SetKeyword("WAVEUV_ON");
SetKeyword("ROUNDWAVEUV_ON");
SetKeyword("DOODLE_ON");
SetKeyword("ZOOMUV_ON");
SetKeyword("FADE_ON");
SetKeyword("TEXTURESCROLL_ON");
SetKeyword("GLOW_ON");
SetKeyword("OUTBASE_ON");
SetKeyword("ONLYOUTLINE_ON");
SetKeyword("OUTTEX_ON");
SetKeyword("OUTDIST_ON");
SetKeyword("DISTORT_ON");
SetKeyword("WIND_ON");
SetKeyword("GRADIENT_ON");
SetKeyword("COLORSWAP_ON");
SetKeyword("HSV_ON");
SetKeyword("HITEFFECT_ON");
SetKeyword("PIXELATE_ON");
SetKeyword("NEGATIVE_ON");
SetKeyword("COLORRAMP_ON");
SetKeyword("GREYSCALE_ON");
SetKeyword("POSTERIZE_ON");
SetKeyword("BLUR_ON");
SetKeyword("MOTIONBLUR_ON");
SetKeyword("GHOST_ON");
SetKeyword("INNEROUTLINE_ON");
SetKeyword("ONLYINNEROUTLINE_ON");
SetKeyword("HOLOGRAM_ON");
SetKeyword("CHROMABERR_ON");
SetKeyword("GLITCH_ON");
SetKeyword("FLICKER_ON");
SetKeyword("SHADOW_ON");
SetKeyword("ALPHACUTOFF_ON");
SetKeyword("CHANGECOLOR_ON");
SetSceneDirty();
}
private void SetKeyword(string keyword, bool state = false)
{
if (destroyed) return;
if (currMaterial == null)
{
FindCurrMaterial();
if (currMaterial == null)
{
MissingRenderer();
return;
}
}
if (!state) currMaterial.DisableKeyword(keyword);
else currMaterial.EnableKeyword(keyword);
}
private void FindCurrMaterial()
{
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr != null)
{
currMaterial = GetComponent<Renderer>().sharedMaterial;
matAssigned = true;
}
else
{
Image img = GetComponent<Image>();
if (img != null)
{
currMaterial = img.material;
matAssigned = true;
}
}
}
public void CleanMaterial()
{
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr != null)
{
GetComponent<Renderer>().sharedMaterial = new Material(Shader.Find("Sprites/Default"));
matAssigned = false;
}
else
{
Image img = GetComponent<Image>();
if (img != null)
{
img.material = new Material(Shader.Find("Sprites/Default"));
matAssigned = false;
}
}
SetSceneDirty();
}
public void SaveMaterial()
{
#if UNITY_EDITOR
string path = "Assets/AllIn1SpriteShader/Materials/";
if (PlayerPrefs.HasKey("All1ShaderMaterials")) path = PlayerPrefs.GetString("All1ShaderMaterials") + "/";
if (!System.IO.Directory.Exists(path))
{
EditorUtility.DisplayDialog("The desired folder doesn't exist",
"Go to Window -> AllIn1ShaderWindow and set a valid folder", "Ok");
return;
}
path += gameObject.name;
string fullPath = path + ".mat";
if (System.IO.File.Exists(fullPath))
{
SaveMaterialWithOtherName(path);
}
else DoSaving(fullPath);
SetSceneDirty();
#endif
}
private void SaveMaterialWithOtherName(string path, int i = 1)
{
int number = i;
string newPath = path + "_" + number.ToString();
string fullPath = newPath + ".mat";
if (System.IO.File.Exists(fullPath))
{
number++;
SaveMaterialWithOtherName(path, number);
}
else
{
DoSaving(fullPath);
}
}
private void DoSaving(string fileName)
{
#if UNITY_EDITOR
bool rendererExists = false;
SpriteRenderer sr = GetComponent<SpriteRenderer>();
Material matToSave = null;
Material createdMat = null;
if (sr != null)
{
rendererExists = true;
matToSave = GetComponent<Renderer>().sharedMaterial;
}
else
{
Image img = GetComponent<Image>();
if (img != null)
{
rendererExists = true;
matToSave = img.material;
}
}
if (!rendererExists)
{
MissingRenderer();
return;
}
else
{
createdMat = new Material(matToSave);
AssetDatabase.CreateAsset(createdMat, fileName);
Debug.Log(fileName + " has been saved!");
}
if (sr != null)
{
sr.material = createdMat;
}
else
{
Image img = GetComponent<Image>();
img.material = createdMat;
}
#endif
}
private void SetSceneDirty()
{
#if UNITY_EDITOR
if (!Application.isPlaying) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
#endif
}
private void MissingRenderer()
{
#if UNITY_EDITOR
EditorUtility.DisplayDialog("Missing Renderer", "This GameObject (" +
gameObject.name + ") has no Sprite Renderer or UI Image component. This AllIn1Shader component will be removed.", "Ok");
destroyed = true;
DestroyImmediate(this);
return;
#endif
}
public void ToggleSetAtlasUvs(bool activate)
{
SetAtlasUvs atlasUvs = GetComponent<SetAtlasUvs>();
if (activate)
{
if (atlasUvs == null) atlasUvs = gameObject.AddComponent<SetAtlasUvs>();
atlasUvs.GetAndSetUVs();
SetKeyword("ATLAS_ON", true);
}
else
{
if (atlasUvs != null)
{
atlasUvs.ResetAtlasUvs();
DestroyImmediate(atlasUvs);
}
SetKeyword("ATLAS_ON", false);
}
SetSceneDirty();
}
}

View file

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@ -0,0 +1,63 @@
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.IO;
public class AllIn1ShaderWindow : EditorWindow
{
[MenuItem("Window/AllIn1ShaderWindow")]
public static void ShowAllIn1ShaderWindowWindow()
{
GetWindow<AllIn1ShaderWindow>("All In 1 Shader Window");
}
private DefaultAsset materialTargetFolder = null;
private void OnGUI()
{
GUILayout.Label("Through this window you'll be able to set the folder where the asset will save it's Materials",
EditorStyles.boldLabel);
GUILayout.Space(20);
materialTargetFolder = (DefaultAsset)EditorGUILayout.ObjectField(
"New Material Folder",
materialTargetFolder,
typeof(DefaultAsset),
false);
if (materialTargetFolder != null && IsAssetAFolder(materialTargetFolder))
{
string path = AssetDatabase.GetAssetPath(materialTargetFolder);
PlayerPrefs.SetString("All1ShaderMaterials", path);
EditorGUILayout.HelpBox(
"Valid folder! Material save path: " + path,
MessageType.Info,
true);
}
else
{
EditorGUILayout.HelpBox(
"Select the new Material Folder",
MessageType.Warning,
true);
}
}
private static bool IsAssetAFolder(Object obj)
{
string path = "";
if (obj == null) return false;
path = AssetDatabase.GetAssetPath(obj.GetInstanceID());
if (path.Length > 0)
{
if (Directory.Exists(path)) return true;
else return false;
}
return false;
}
}
#endif

View file

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@ -0,0 +1,33 @@
using UnityEngine;
using UnityEngine.UI;
public class RandomSeed : MonoBehaviour
{
//If you want to randomize UI Images, you'll need to create different materials
void Start()
{
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr != null)
{
Renderer r = GetComponent<Renderer>();
if (r != null && r.material != null)
{
r.material.SetFloat("_RandomSeed", Random.Range(0, 1000f));
}
else Debug.LogError("Missing Renderer or Material: " + gameObject.name);
}
else
{
Image i = GetComponent<Image>();
if (i != null)
{
if (i.material != null)
{
i.material.SetFloat("_RandomSeed", Random.Range(0, 1000f));
}
else Debug.LogError("Missing Material on UI Image: " + gameObject.name);
}
else Debug.LogError("Missing Sprite Renderer or UI Image on: " + gameObject.name);
}
}
}

View file

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@ -0,0 +1,141 @@
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
public class SetAtlasUvs : MonoBehaviour
{
[SerializeField] private bool updateEveryFrame = false;
private Renderer render;
private SpriteRenderer spriteRender;
private Image uiImage;
private bool isUI = false;
void Start()
{
if (GetRendererReferencesIfNeeded()) GetAndSetUVs();
if (!updateEveryFrame && Application.isPlaying) this.enabled = false;
}
void OnWillRenderObject()
{
if (updateEveryFrame)
{
GetAndSetUVs();
}
}
public void GetAndSetUVs()
{
if (!GetRendererReferencesIfNeeded()) return;
if (!isUI)
{
Rect r = spriteRender.sprite.rect;
r.x /= spriteRender.sprite.texture.width;
r.width /= spriteRender.sprite.texture.width;
r.y /= spriteRender.sprite.texture.height;
r.height /= spriteRender.sprite.texture.height;
render.sharedMaterial.SetFloat("_MinXUV", r.xMin);
render.sharedMaterial.SetFloat("_MaxXUV", r.xMax);
render.sharedMaterial.SetFloat("_MinYUV", r.yMin);
render.sharedMaterial.SetFloat("_MaxYUV", r.yMax);
}
else
{
Rect r = uiImage.sprite.rect;
r.x /= uiImage.sprite.texture.width;
r.width /= uiImage.sprite.texture.width;
r.y /= uiImage.sprite.texture.height;
r.height /= uiImage.sprite.texture.height;
uiImage.material.SetFloat("_MinXUV", r.xMin);
uiImage.material.SetFloat("_MaxXUV", r.xMax);
uiImage.material.SetFloat("_MinYUV", r.yMin);
uiImage.material.SetFloat("_MaxYUV", r.yMax);
}
}
public void ResetAtlasUvs()
{
if (!GetRendererReferencesIfNeeded()) return;
if (!isUI)
{
render.sharedMaterial.SetFloat("_MinXUV", 0f);
render.sharedMaterial.SetFloat("_MaxXUV", 1f);
render.sharedMaterial.SetFloat("_MinYUV", 0f);
render.sharedMaterial.SetFloat("_MaxYUV", 1f);
}
else
{
uiImage.material.SetFloat("_MinXUV", 0f);
uiImage.material.SetFloat("_MaxXUV", 1f);
uiImage.material.SetFloat("_MinYUV", 0f);
uiImage.material.SetFloat("_MaxYUV", 1f);
}
}
public void UpdateEveryFrame(bool everyFrame)
{
updateEveryFrame = everyFrame;
}
private bool GetRendererReferencesIfNeeded()
{
if (spriteRender == null) spriteRender = GetComponent<SpriteRenderer>();
if (spriteRender != null)
{
if (spriteRender.sprite == null)
{
#if UNITY_EDITOR
EditorUtility.DisplayDialog("No sprite found", "The object: " + gameObject.name + ",has Sprite Renderer but no sprite", "Ok");
#endif
return false;
}
if (render == null) render = GetComponent<Renderer>();
isUI = false;
}
else
{
if (uiImage == null)
{
uiImage = GetComponent<Image>();
if (uiImage != null)
{
#if UNITY_EDITOR
Debug.Log("You added the SetAtlasUv component to: " + gameObject.name + " that has a UI Image\n " +
"This SetAtlasUV component will only work properly on UI Images if each Image has a DIFFERENT material instance (See Documentation Sprite Atlases section for more info)");
#endif
}
else
{
#if UNITY_EDITOR
EditorUtility.DisplayDialog("No Valid Renderer Component Found", "Looks like you have no Sprite Renderer or UI Image on: '"
+ gameObject.name + "'\n This SetAtlasUV component will now get destroyed", "Ok");
#endif
DestroyImmediate(this);
return false;
}
}
if (render == null) render = GetComponent<Renderer>();
isUI = true;
}
if (spriteRender == null && uiImage == null)
{
#if UNITY_EDITOR
EditorUtility.DisplayDialog("No Sprite Renderer", "Looks like you are missing a Sprite Renderer on: '"
+ gameObject.name + "'\n SetAtlasUvs only works with Sprite Renderers since it needs a 'sharedMaterial' property that UI images lack." +
" This SetAtlasUV component will now get destroyed", "Ok");
#endif
DestroyImmediate(this);
return false;
}
return true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AllIn1SpriteShader
{
[ExecuteInEditMode]
public class SetGlobalTime : MonoBehaviour
{
int globalTime;
void Start()
{
globalTime = Shader.PropertyToID("globalUnscaledTime");
}
void Update()
{
Shader.SetGlobalFloat(globalTime, Time.unscaledTime / 20f);
}
}
}

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mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
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spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
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spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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