[Add] All in one shader
This commit is contained in:
@@ -0,0 +1,350 @@
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Shader "AllIn1SpriteShader/AllIn1SpriteShaderSRPBatch"
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{
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Properties
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{
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[NoScaleOffset]_MainTex ("Main Texture", 2D) = "white" {} //0
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_Color("Main Color", Color) = (1,1,1,1) //1
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_Alpha("General Alpha", Range(0,1)) = 1 //2
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_GlowColor("Glow Color", Color) = (1,1,1,1) //3
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_Glow("Glow Color Intensity", Range(0,100)) = 10 //4
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_GlowGlobal("Global Glow Intensity", Range(1,100)) = 1 //5
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[NoScaleOffset] _GlowTex("Glow Texture", 2D) = "white" {} //6
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[NoScaleOffset]_FadeTex("Fade Texture", 2D) = "white" {} //7
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_FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8
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_FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9
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_FadeBurnTransition("Burn Transition", Range(0.01,0.5)) = 0.075 //10
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_FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11
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[NoScaleOffset]_FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12
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_FadeBurnGlow("Fade Burn Glow", Range(1,250)) = 2//13
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_OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14
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_OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15
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_OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16
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_OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //17
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_OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //18
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[Space]
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[NoScaleOffset]_OutlineTex("Outline Texture", 2D) = "white" {} //19
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_OutlineTexXSpeed("Texture scroll speed X", Range(-50,50)) = 10 //20
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_OutlineTexYSpeed("Texture scroll speed Y", Range(-50,50)) = 0 //21
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[Space]
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[NoScaleOffset]_OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //22
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_OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //23
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_OutlineDistortTexXSpeed("Distortion scroll speed X", Range(-50,50)) = 5 //24
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_OutlineDistortTexYSpeed("Distortion scroll speed Y", Range(-50,50)) = 5 //25
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_AlphaOutlineColor("Color", Color) = (1, 1, 1, 1) //26
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_AlphaOutlineGlow("Outline Glow", Range(1,100)) = 5 //27
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_AlphaOutlinePower("Power", Range(0, 5)) = 1 // 28
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_AlphaOutlineMinAlpha("Min Alpha", Range(0, 1)) = 0 // 29
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_AlphaOutlineBlend("Blend", Range(0, 1)) = 1 // 30
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_GradBlend("Gradient Blend", Range(0,1)) = 1 //31
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_GradTopLeftCol("Top Color", Color) = (1,0,0,1) //32
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_GradTopRightCol("Top Color 2", Color) = (1, 1, 0, 1) //33
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_GradBotLeftCol("Bot Color", Color) = (0,0,1,1) //34
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_GradBotRightCol("Bot Color 2", Color) = (0, 1, 0, 1) //35
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[NoScaleOffset] _ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36
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[HDR] _ColorSwapRed("Red Channel", Color) = (1,1,1,1) //37
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_ColorSwapRedLuminosity("Red luminosity", Range(-1,1)) = 0.5 //38
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[HDR] _ColorSwapGreen("Green Channel", Color) = (1,1,1,1) //39
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_ColorSwapGreenLuminosity("Green luminosity", Range(-1,1)) = 0.5 //40
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[HDR] _ColorSwapBlue("Blue Channel", Color) = (1,1,1,1) //41
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_ColorSwapBlueLuminosity("Blue luminosity", Range(-1,1)) = 0.5 //42
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_HsvShift("Hue Shift", Range(0, 360)) = 180 //43
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_HsvSaturation("Saturation", Range(0, 2)) = 1 //44
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_HsvBright("Brightness", Range(0, 2)) = 1 //45
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_HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46
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_HitEffectGlow("Glow Intensity", Range(1,100)) = 5 //47
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[Space]
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_HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48
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_NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49
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_PixelateSize("Pixelate size", Range(4,512)) = 32 //50
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[NoScaleOffset] _ColorRampTex("Color ramp Texture", 2D) = "white" {} //51
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_ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52
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[Toggle()] _ColorRampOutline("Affects everything?", float) = 0 //53
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_GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54
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[Toggle()] _GreyscaleOutline("Affects everything?", float) = 0 //55
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_GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56
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_PosterizeNumColors("Number of Colors", Range(0,100)) = 8 //57
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_PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58
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[Toggle()] _PosterizeOutline("Affects everything?", float) = 0 //59
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_BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60
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[Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61
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_MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62
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_MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63
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_GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64
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_GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65
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_InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66
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_InnerOutlineThickness("Outline Thickness", Range(0,3)) = 1 //67
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_InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68
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_InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 4 //69
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_AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70
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[Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71
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[Toggle()] _OnlyInnerOutline("Only render inner outline?", float) = 0 //72
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_HologramStripesAmount("Stripes Amount", Range(0, 1)) = 0.1 //73
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_HologramUnmodAmount("Unchanged Amount", Range(0, 1)) = 0.0 //74
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_HologramStripesSpeed("Stripes Speed", Range(-20, 20)) = 4.5 //75
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_HologramMinAlpha("Min Alpha", Range(0, 1)) = 0.1 //76
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_HologramMaxAlpha("Max Alpha", Range(0, 100)) = 0.75 //77
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_ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78
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_ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79
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_GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80
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_FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81
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_FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82
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_FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83
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_ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84
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_ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85
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_ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86
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_ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87
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_HandDrawnAmount("Hand Drawn Amount", Range(0, 20)) = 10 //88
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_HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89
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_GrassSpeed("Speed", Range(0,50)) = 2 //90
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_GrassWind("Bend amount", Range(0,50)) = 20 //91
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[Space]
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[Toggle()] _GrassManualToggle("Manually animated?", float) = 0 //92
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_GrassManualAnim("Manual Anim Value", Range(-1,1)) = 1 //93
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_WaveAmount("Wave Amount", Range(0, 25)) = 7 //94
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_WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95
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_WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96
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_WaveX("Wave X Axis", Range(0, 1)) = 0 //97
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_WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98
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_RectSize("Rect Size", Range(1, 4)) = 1 //99
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_OffsetUvX("X axis", Range(-1, 1)) = 0 //100
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_OffsetUvY("Y axis", Range(-1, 1)) = 0 //101
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_ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102
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_ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103
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_ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104
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_ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105
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_TextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 1 //106
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_TextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0 //107
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_ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108
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[NoScaleOffset]_DistortTex("Distortion Texture", 2D) = "white" {} //109
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_DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110
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_DistortTexXSpeed("Scroll speed X", Range(-50,50)) = 5 //111
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_DistortTexYSpeed("Scroll speed Y", Range(-50,50)) = 5 //112
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_TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113
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_TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114
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_TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115
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_TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116
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_RotateUvAmount("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //117
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_FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118
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_PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119
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_ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120
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_ShakeUvX("X Multiplier", Range(0, 5)) = 1.5 //121
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_ShakeUvY("Y Multiplier", Range(0, 5)) = 1 //122
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_ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123
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_ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124
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[HDR] _ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125
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_ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126
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_RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //127
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_RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //128
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[Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129
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_ZWrite ("Depth Write", Float) = 0.0 // 130
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_MySrcMode ("SrcMode", Float) = 5 // 131
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_MyDstMode ("DstMode", Float) = 10 // 132
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_ShineColor("Shine Color", Color) = (1,1,1,1) // 133
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_ShineLocation("Shine Location", Range(0,1)) = 0.5 // 134
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_ShineRotate("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //135
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_ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 136
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_ShineGlow("Shine Glow", Range(0,100)) = 1 // 137
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[NoScaleOffset] _ShineMask("Shine Mask", 2D) = "white" {} // 138
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_GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //139
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_HologramStripeColor("Stripes Color", Color) = (0,1,1,1) //140
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_GradBoostX("Boost X axis", Range(0.1, 5)) = 1.2 //141
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_GradBoostY("Boost Y axis", Range(0.1, 5)) = 1.2 //142
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[Toggle()] _GradIsRadial("Radial Gradient?", float) = 0 //143
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_AlphaRoundThreshold("Round Threshold", Range(0.005, 1.0)) = 0.5 //144
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_GrassRadialBend("Radial Bend", Range(0.0, 5.0)) = 0.1 //145
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_ColorChangeTolerance2("Tolerance 2", Range(0, 1)) = 0.25 //146
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_ColorChangeTarget2("Color to change 2", Color) = (1, 0, 0, 1) //147
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[HDR] _ColorChangeNewCol2("New Color 2", Color) = (1, 1, 0, 1) //148
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_ColorChangeTolerance3("Tolerance 3", Range(0, 1)) = 0.25 //149
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_ColorChangeTarget3("Color to change 3", Color) = (1, 0, 0, 1) //150
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[HDR] _ColorChangeNewCol3("New Color 3", Color) = (1, 1, 0, 1) //151
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_Contrast ("Contrast", Range(0, 6)) = 1 // 152
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_Brightness ("Brightness", Range(-1, 1)) = 0 // 153
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_ColorSwapBlend ("Color Swap Blend", Range(0, 1)) = 1 // 154
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_ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 155
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_GreyscaleBlend ("Greyscale Blend", Range(0, 1)) = 1 // 156
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_GhostBlend ("Ghost Blend", Range(0, 1)) = 1 // 157
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_HologramBlend ("Hologram Blend", Range(0, 1)) = 1 // 158
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[AllIn1ShaderGradient] _ColorRampTexGradient("Color ramp Gradient", 2D) = "white" {} //159
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[NoScaleOffset]_OverlayTex("Overlay Texture", 2D) = "white" {} //160
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_OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) //161
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_OverlayGlow("Overlay Glow", Range(0,25)) = 1 // 162
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_OverlayBlend("Overlay Blend", Range(0, 1)) = 1 // 163
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_RadialStartAngle("Radial Start Angle", Range(0, 360)) = 90 //164
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_RadialClip("Radial Clip", Range(0, 360)) = 45 //165
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_RadialClip2("Radial Clip 2", Range(0, 360)) = 0 //166
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_WarpStrength("Warp Strength", Range(0, 0.1)) = 0.025 //167
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_WarpSpeed("Warp Speed", Range(0, 25)) = 8 //168
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_WarpScale("Warp Scale", Range(0.05, 3)) = 0.5 //169
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_OverlayTextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 0.25 //170
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_OverlayTextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0.25 //171
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/**/
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_MainTex_ScaleAndTiling("Main Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //172
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_FadeTex_ScaleAndTiling("Fade Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //173
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_FadeBurnTex_ScaleAndTiling("Fade Burn Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //174
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_OutlineTex_ScaleAndTiling("Outline Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //175
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_OutlineDistortTex_ScaleAndTiling("Outline Distort Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //176
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_DistortTex_ScaleAndTiling("Distort Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //177
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_OverlayTex_ScaleAndTiling("Overlay Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //178
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/**/
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_GlitchSpeed("Glitch Speed", Range(0.0, 100)) = 20 //179
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_ZTestMode ("Z Test Mode", Float) = 4
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_CullingOption ("Culling Option", float) = 0
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[HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0
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[HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0
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[HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0
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[HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0
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[HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0
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_EditorDrawers("Editor Drawers", Int) = 6
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}
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SubShader
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{
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PackageRequirements
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{
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"com.unity.render-pipelines.high-definition" : "12.1"
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}
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Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
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Blend [_MySrcMode] [_MyDstMode]
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Cull [_CullingOption]
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ZWrite [_ZWrite]
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ZTest [_ZTestMode]
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Pass
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{
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HLSLPROGRAM
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#pragma target 4.5
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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#define HDRP_PASS
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_CommonFunctions.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_HDRPHelper.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_Structs.hlsl"
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#include_with_pragmas "ShaderLibrary/AllIn1SpriteShaderSRP_ShaderFeatures.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_Properties.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_VertexPass.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_FragmentPass.hlsl"
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#if FOG_ON
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#pragma multi_compile_fog
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#endif
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ENDHLSL
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}
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}
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SubShader
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{
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PackageRequirements
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{
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"com.unity.render-pipelines.universal" : "12.0"
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}
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Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
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Blend [_MySrcMode] [_MyDstMode]
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Cull [_CullingOption]
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ZWrite [_ZWrite]
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ZTest [_ZTestMode]
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Pass
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{
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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#define URP_PASS
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_CommonFunctions.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_URPHelper.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_Structs.hlsl"
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#include_with_pragmas "ShaderLibrary/AllIn1SpriteShaderSRP_ShaderFeatures.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_Properties.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_VertexPass.hlsl"
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#include "ShaderLibrary/AllIn1SpriteShaderSRP_FragmentPass.hlsl"
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#if FOG_ON
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#pragma multi_compile_fog
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#endif
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ENDHLSL
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}
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}
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//Fallback "AllIn1SpriteShader/AllIn1SpriteShader"
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CustomEditor "AllIn1SpriteShader.AllIn1SpriteShaderMaterialInspector"
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}
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Reference in New Issue
Block a user