Import AllIn1SpriteShader
8
Assets/AllIn1SpriteShader.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3e38f164f8dccde42867c5d673395b16
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
9
Assets/AllIn1SpriteShader/Editor.meta
Normal file
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 88005189a0eaefe4aa34961fe0208e26
|
||||||
|
folderAsset: yes
|
||||||
|
timeCreated: 1464994693
|
||||||
|
licenseType: Store
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
88
Assets/AllIn1SpriteShader/Editor/AllIn1ShaderScriptEditor.cs
Normal file
|
|
@ -0,0 +1,88 @@
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 78232fc1cf0e9c445a36b7bf7fc49fdb
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
479
Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShader.cs
Normal file
|
|
@ -0,0 +1,479 @@
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShader.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f42211545c188ae41b1e35cc1ce38187
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
343
Assets/AllIn1SpriteShader/Editor/AllIn1SpriteShaderStencil.cs
Normal file
|
|
@ -0,0 +1,343 @@
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bcdb12210426bb34cb44a19ffb54132d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/AllIn1SpriteShader/Materials.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 345f2705e87e7424683ef2bd17d38c26
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
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177
Assets/AllIn1SpriteShader/Materials/UIStencil.mat
Normal file
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|
- _ShakeUvY: 1
|
||||||
|
- _TextureScrollXSpeed: 1
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||||||
|
- _TextureScrollYSpeed: 0
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||||||
|
- _TwistUvAmount: 1
|
||||||
|
- _TwistUvPosX: 0.5
|
||||||
|
- _TwistUvPosY: 0.5
|
||||||
|
- _TwistUvRadius: 0.75
|
||||||
|
- _WaveAmount: 7
|
||||||
|
- _WaveSpeed: 10
|
||||||
|
- _WaveStrength: 7.5
|
||||||
|
- _WaveX: 0
|
||||||
|
- _WaveY: 0.5
|
||||||
|
- _ZoomUvAmount: 0.5
|
||||||
|
m_Colors:
|
||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ColorChangeNewCol: {r: 1, g: 1, b: 0, a: 1}
|
||||||
|
- _ColorChangeTarget: {r: 1, g: 0, b: 0, a: 1}
|
||||||
|
- _ColorSwapBlue: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ColorSwapGreen: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ColorSwapRed: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _FadeBurnColor: {r: 1, g: 1, b: 0, a: 1}
|
||||||
|
- _GlowColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _GradBotLeftCol: {r: 0, g: 0, b: 1, a: 1}
|
||||||
|
- _GradBotRightCol: {r: 0, g: 0, b: 1, a: 1}
|
||||||
|
- _GradTopLeftCol: {r: 1, g: 0, b: 0, a: 1}
|
||||||
|
- _GradTopRightCol: {r: 1, g: 0, b: 0, a: 1}
|
||||||
|
- _GreyscaleTintColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _HitEffectColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _InnerOutlineColor: {r: 1, g: 0, b: 0, a: 1}
|
||||||
|
- _OutlineColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ShadowColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
8
Assets/AllIn1SpriteShader/Materials/UIStencil.mat.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
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||||||
|
guid: 7ef34f26b8117334c8ecd9c27a45e2c6
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|
NativeFormatImporter:
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|
externalObjects: {}
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|
mainObjectFileID: 2100000
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||||||
|
userData:
|
||||||
|
assetBundleName:
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||||||
|
assetBundleVariant:
|
||||||
204
Assets/AllIn1SpriteShader/Materials/UnscaledTIme.mat
Normal file
|
|
@ -0,0 +1,204 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 6
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: UnscaledTIme
|
||||||
|
m_Shader: {fileID: 4800000, guid: f3622b3ac1631ea409b0f5811034f3a9, type: 3}
|
||||||
|
m_ShaderKeywords: ETC1_EXTERNAL_ALPHA
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
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||||||
|
- _ColorRampTex:
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||||||
|
m_Texture: {fileID: 2800000, guid: 279657edc397ece4b8029c727adf6ddc, type: 3}
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|
m_Scale: {x: 1, y: 1}
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|
m_Offset: {x: 0, y: 0}
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||||||
|
- _ColorSwapTex:
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||||||
|
m_Texture: {fileID: 0}
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||||||
|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
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|
- _DistortTex:
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||||||
|
m_Texture: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3}
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||||||
|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
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||||||
|
- _FadeBurnTex:
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||||||
|
m_Texture: {fileID: 2800000, guid: 677cca399782dea41aedc1d292ecb67d, type: 3}
|
||||||
|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _FadeTex:
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||||||
|
m_Texture: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3}
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||||||
|
m_Scale: {x: 1, y: 1}
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|
m_Offset: {x: 0, y: 0}
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- _GlowTex:
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|
m_Texture: {fileID: 0}
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|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
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||||||
|
- _MainTex:
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||||||
|
m_Texture: {fileID: 0}
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|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
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|
- _OutlineDistortTex:
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|
m_Texture: {fileID: 2800000, guid: 7aad8c583ef292e48b06af0d1f2fab97, type: 3}
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|
m_Scale: {x: 1, y: 1}
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|
m_Offset: {x: 0, y: 0}
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|
- _OutlineTex:
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|
m_Texture: {fileID: 2800000, guid: 74087f6d03f233e4a8a142fa01f9e5cf, type: 3}
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||||||
|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
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||||||
|
- _ShineMask:
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||||||
|
m_Texture: {fileID: 0}
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|
m_Scale: {x: 1, y: 1}
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|
m_Offset: {x: 0, y: 0}
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||||||
|
m_Floats:
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||||||
|
- _Alpha: 1
|
||||||
|
- _AlphaCutoffValue: 0.25
|
||||||
|
- _BillboardY: 0
|
||||||
|
- _BlurHD: 0
|
||||||
|
- _BlurIntensity: 10
|
||||||
|
- _ChromAberrAlpha: 0.4
|
||||||
|
- _ChromAberrAmount: 1
|
||||||
|
- _ClipUvDown: 1
|
||||||
|
- _ClipUvLeft: 1
|
||||||
|
- _ClipUvRight: 1
|
||||||
|
- _ClipUvUp: 1
|
||||||
|
- _ColorChangeLuminosity: 0
|
||||||
|
- _ColorChangeTolerance: 0.25
|
||||||
|
- _ColorRampLuminosity: 0
|
||||||
|
- _ColorRampOutline: 0
|
||||||
|
- _ColorSwapBlueLuminosity: 0.5
|
||||||
|
- _ColorSwapGreenLuminosity: 0.5
|
||||||
|
- _ColorSwapRedLuminosity: 0.5
|
||||||
|
- _DistortAmount: 0.5
|
||||||
|
- _DistortTexXSpeed: 5
|
||||||
|
- _DistortTexYSpeed: 5
|
||||||
|
- _FadeAmount: -0.1
|
||||||
|
- _FadeBurnGlow: 2
|
||||||
|
- _FadeBurnTransition: 0.075
|
||||||
|
- _FadeBurnWidth: 0.025
|
||||||
|
- _FishEyeUvAmount: 0.35
|
||||||
|
- _FlickerAlpha: 0
|
||||||
|
- _FlickerFreq: 0.2
|
||||||
|
- _FlickerPercent: 0.05
|
||||||
|
- _GhostColorBoost: 1
|
||||||
|
- _GhostTransparency: 0
|
||||||
|
- _GlitchAmount: 3
|
||||||
|
- _GlitchSize: 1
|
||||||
|
- _Glow: 0
|
||||||
|
- _GlowTexUsed: 0
|
||||||
|
- _GradBlend: 1
|
||||||
|
- _GrassManualAnim: 1
|
||||||
|
- _GrassManualToggle: 0
|
||||||
|
- _GrassSpeed: 2
|
||||||
|
- _GrassWind: 20
|
||||||
|
- _GreyscaleLuminosity: 0
|
||||||
|
- _GreyscaleOutline: 0
|
||||||
|
- _HandDrawnAmount: 10
|
||||||
|
- _HandDrawnSpeed: 5
|
||||||
|
- _HitEffectBlend: 1
|
||||||
|
- _HitEffectGlow: 5
|
||||||
|
- _HologramFlickerAlpha: 0
|
||||||
|
- _HologramFlickerFreq: 0.2
|
||||||
|
- _HologramFlickerPercent: 0.05
|
||||||
|
- _HologramMaxAlpha: 1
|
||||||
|
- _HologramMinAlpha: 0
|
||||||
|
- _HologramStripesAlpha: 0.4
|
||||||
|
- _HologramStripesAmount: 50
|
||||||
|
- _HologramStripesFill: 0.4
|
||||||
|
- _HologramStripesLuminosity: 1
|
||||||
|
- _HologramStripesSpeed: 5
|
||||||
|
- _HologramUnmodAmount: 0.4
|
||||||
|
- _HsvBright: 1
|
||||||
|
- _HsvSaturation: 1
|
||||||
|
- _HsvShift: 180
|
||||||
|
- _InnerOutlineAlpha: 1
|
||||||
|
- _InnerOutlineGlow: 1
|
||||||
|
- _InnerOutlineThickness: 1
|
||||||
|
- _MaxXUV: 1
|
||||||
|
- _MaxYUV: 1
|
||||||
|
- _MinXUV: 0
|
||||||
|
- _MinYUV: 0
|
||||||
|
- _MotionBlurAngle: 0.1
|
||||||
|
- _MotionBlurDist: 1.25
|
||||||
|
- _MyDstMode: 10
|
||||||
|
- _MySrcMode: 5
|
||||||
|
- _NegativeAmount: 1
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||||||
|
- _OffsetUvX: 0
|
||||||
|
- _OffsetUvY: 0
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||||||
|
- _OnlyInnerOutline: 0
|
||||||
|
- _OnlyOutline: 0
|
||||||
|
- _Outline8Directions: 0
|
||||||
|
- _OutlineAlpha: 1
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||||||
|
- _OutlineDistortAmount: 0.5
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||||||
|
- _OutlineDistortTexXSpeed: 5
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||||||
|
- _OutlineDistortTexYSpeed: 5
|
||||||
|
- _OutlineDistortToggle: 0
|
||||||
|
- _OutlineGlow: 1.5
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||||||
|
- _OutlineIsPixel: 0
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||||||
|
- _OutlinePixelWidth: 1
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||||||
|
- _OutlineTexGrey: 0
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||||||
|
- _OutlineTexToggle: 0
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||||||
|
- _OutlineTexXSpeed: 10
|
||||||
|
- _OutlineTexYSpeed: 0
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||||||
|
- _OutlineWidth: 0.004
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||||||
|
- _PinchUvAmount: 0.35
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||||||
|
- _PixelateSize: 32
|
||||||
|
- _PosterizeGamma: 0.75
|
||||||
|
- _PosterizeNumColors: 8
|
||||||
|
- _PosterizeOutline: 0
|
||||||
|
- _RandomSeed: 0
|
||||||
|
- _RectSize: 1
|
||||||
|
- _RotateUvAmount: 0
|
||||||
|
- _RoundWaveSpeed: 2
|
||||||
|
- _RoundWaveStrength: 0.7
|
||||||
|
- _ShadowAlpha: 0.5
|
||||||
|
- _ShadowX: 0.1
|
||||||
|
- _ShadowY: -0.05
|
||||||
|
- _ShakeUvSpeed: 2.5
|
||||||
|
- _ShakeUvX: 1.5
|
||||||
|
- _ShakeUvY: 1
|
||||||
|
- _ShineGlow: 1
|
||||||
|
- _ShineLocation: 0.5
|
||||||
|
- _ShineWidth: 0.1
|
||||||
|
- _TextureScrollXSpeed: 1
|
||||||
|
- _TextureScrollYSpeed: 0
|
||||||
|
- _TwistUvAmount: 1
|
||||||
|
- _TwistUvPosX: 0.5
|
||||||
|
- _TwistUvPosY: 0.5
|
||||||
|
- _TwistUvRadius: 0.75
|
||||||
|
- _WaveAmount: 7
|
||||||
|
- _WaveSpeed: 10
|
||||||
|
- _WaveStrength: 7.5
|
||||||
|
- _WaveX: 0
|
||||||
|
- _WaveY: 0.5
|
||||||
|
- _ZTestMode: 4
|
||||||
|
- _ZWrite: 0
|
||||||
|
- _ZoomUvAmount: 0.5
|
||||||
|
m_Colors:
|
||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ColorChangeNewCol: {r: 1, g: 1, b: 0, a: 1}
|
||||||
|
- _ColorChangeTarget: {r: 1, g: 0, b: 0, a: 1}
|
||||||
|
- _ColorSwapBlue: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ColorSwapGreen: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ColorSwapRed: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _FadeBurnColor: {r: 1, g: 1, b: 0, a: 1}
|
||||||
|
- _GlowColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _GradBotLeftCol: {r: 0, g: 0, b: 1, a: 1}
|
||||||
|
- _GradBotRightCol: {r: 0, g: 0, b: 1, a: 1}
|
||||||
|
- _GradTopLeftCol: {r: 1, g: 0, b: 0, a: 1}
|
||||||
|
- _GradTopRightCol: {r: 1, g: 0, b: 0, a: 1}
|
||||||
|
- _GreyscaleTintColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _HitEffectColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _InnerOutlineColor: {r: 1, g: 0, b: 0, a: 1}
|
||||||
|
- _OutlineColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ShadowColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _ShineColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
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|
guid: 3241ea466d4f8334898daf420de4026b
|
||||||
|
NativeFormatImporter:
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||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
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|
assetBundleName:
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||||||
|
assetBundleVariant:
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||||||
8
Assets/AllIn1SpriteShader/Resources.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9e1c9c4c494c23041897e13ab5bacecb
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -0,0 +1,65 @@
|
||||||
|
//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);
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: df06cdcb3555be745b54ff3003fa687e
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
986
Assets/AllIn1SpriteShader/Resources/AllIn1SpriteShader.shader
Normal file
|
|
@ -0,0 +1,986 @@
|
||||||
|
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"
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,19 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a36b7719ff0465b42ab1407d67672c5f
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures:
|
||||||
|
- _MainTex: {instanceID: 0}
|
||||||
|
- _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:
|
||||||
|
|
@ -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"
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,19 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a53f4bb29f3644b43b5075c6dcfecb32
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures:
|
||||||
|
- _MainTex: {instanceID: 0}
|
||||||
|
- _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:
|
||||||
|
|
@ -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"
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,19 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f3622b3ac1631ea409b0f5811034f3a9
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures:
|
||||||
|
- _MainTex: {instanceID: 0}
|
||||||
|
- _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:
|
||||||
8
Assets/AllIn1SpriteShader/Scripts.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4e5ef1ce32696cd4c8ddbe3e0e172819
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
383
Assets/AllIn1SpriteShader/Scripts/AllIn1Shader.cs
Normal 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();
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/AllIn1SpriteShader/Scripts/AllIn1Shader.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ee158225ee1e59f4791627785501d950
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
63
Assets/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs
Normal file
|
|
@ -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
|
||||||
11
Assets/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b642652081667ab4fad9f2579fec0e51
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
33
Assets/AllIn1SpriteShader/Scripts/RandomSeed.cs
Normal file
|
|
@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/AllIn1SpriteShader/Scripts/RandomSeed.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6078fd4d3c5bd6f4087f8869458662dd
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
141
Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs
Normal file
|
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/AllIn1SpriteShader/Scripts/SetAtlasUvs.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
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|
fileFormatVersion: 2
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guid: 1625263d85e5d554284989eb9052e863
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externalObjects: {}
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assetBundleName:
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assetBundleVariant:
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22
Assets/AllIn1SpriteShader/Scripts/SetGlobalTime.cs
Normal file
|
|
@ -0,0 +1,22 @@
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/AllIn1SpriteShader/Scripts/SetGlobalTime.cs.meta
Normal file
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8
Assets/AllIn1SpriteShader/Textures.meta
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Assets/AllIn1SpriteShader/Textures/CustomEditorImage.png
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seamlessCubemap: 0
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userData:
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8
Assets/AllIn1SpriteShader/Textures/PaletteTextures.meta
Normal file
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|
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|
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|
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|
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|
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|
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|
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|
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|
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