[Add] All in one shader
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#ifndef ALLIN1SPRITESHADERSRP_PROPERTIES
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#define ALLIN1SPRITESHADERSRP_PROPERTIES
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CBUFFER_START(UnityPerMaterial)
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half4 /*_MainTex_ST,*/ /*_MainTex_TexelSize,*/ _Color;
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float4 _MainTex_ScaleAndTiling;
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half _Alpha;
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half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
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half _RectSize;
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half _OffsetUvX, _OffsetUvY;
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half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
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half _RadialStartAngle, _RadialClip, _RadialClip2;
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half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
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half _RotateUvAmount;
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half _FishEyeUvAmount;
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half _PinchUvAmount;
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half _HandDrawnAmount, _HandDrawnSpeed;
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half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
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float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
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half _RoundWaveStrength, _RoundWaveSpeed;
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half _ZoomUvAmount;
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half4 _FadeBurnColor; /*_FadeTex_ST,*/ /*_FadeBurnTex_ST*/
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float4 _FadeTex_ScaleAndTiling, _FadeBurnTex_ScaleAndTiling;
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half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition, _FadeBurnGlow;
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half _TextureScrollXSpeed, _TextureScrollYSpeed;
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half4 _GlowColor;
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half _Glow, _GlowGlobal;
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half4 _OutlineColor;
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half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
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int _OutlinePixelWidth;
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//half4 _OutlineTex_ST;
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float4 _OutlineTex_ScaleAndTiling;
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half _OutlineTexXSpeed, _OutlineTexYSpeed;
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//half4 _OutlineDistortTex_ST;
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float4 _OutlineDistortTex_ScaleAndTiling;
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half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
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//half4 _DistortTex_ST;
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float4 _DistortTex_ScaleAndTiling;
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half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
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half _WarpStrength, _WarpSpeed, _WarpScale;
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half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend;
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half _GradBlend, _GradBoostX, _GradBoostY;
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half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
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half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
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half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend;
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half _HsvShift, _HsvSaturation, _HsvBright;
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half4 _HitEffectColor;
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half _HitEffectGlow, _HitEffectBlend;
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half _PixelateSize;
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half _NegativeAmount;
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half _ColorRampLuminosity, _ColorRampBlend;
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half _GreyscaleLuminosity, _GreyscaleBlend;
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half4 _GreyscaleTintColor;
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half _PosterizeNumColors, _PosterizeGamma;
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half _BlurIntensity;
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half _MotionBlurAngle, _MotionBlurDist;
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half _GhostColorBoost, _GhostTransparency, _GhostBlend;
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half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend;
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half4 _AlphaOutlineColor;
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half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
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half4 _InnerOutlineColor;
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half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend;
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half4 _HologramStripeColor;
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half _ChromAberrAmount, _ChromAberrAlpha;
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half _GlitchAmount, _GlitchSize, _GlitchSpeed;
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half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
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half _ShadowX, _ShadowY, _ShadowAlpha;
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half4 _ShadowColor;
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half4 _ShineColor;
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half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow;
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half _AlphaCutoffValue;
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half _AlphaRoundThreshold;
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half4 _ColorChangeNewCol, _ColorChangeTarget;
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half _ColorChangeTolerance, _ColorChangeLuminosity;
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half4 _ColorChangeNewCol2, _ColorChangeTarget2;
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half _ColorChangeTolerance2;
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half4 _ColorChangeNewCol3, _ColorChangeTarget3;
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half _ColorChangeTolerance3;
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half _Contrast, _Brightness;
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//half4 _OverlayTex_ST;
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float4 _OverlayTex_ScaleAndTiling;
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float4 _OverlayColor;
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half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed;
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float _RandomSeed;
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CBUFFER_END
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#define CUSTOM_TRANSFORM_TEX(uv, st) uv * st.xy + st.zw
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#define GET_PIXEL(offsetX, offsetY, uv, tex, texelSize) SAMPLE_TEXTURE2D(tex, sampler##tex, uv + half2(offsetX * texelSize.x, offsetY * texelSize.y)).rgb
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#define DECLARE_TEX_AND_SAMPLER(texName) \
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TEXTURE2D(texName);\
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SAMPLER(sampler##texName);
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DECLARE_TEX_AND_SAMPLER(_MainTex)
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#if FADE_ON
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DECLARE_TEX_AND_SAMPLER(_FadeTex)
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DECLARE_TEX_AND_SAMPLER(_FadeBurnTex)
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#endif
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#if GLOW_ON
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DECLARE_TEX_AND_SAMPLER(_GlowTex)
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//sampler2D _GlowTex;
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#endif
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#if OUTTEX_ON
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DECLARE_TEX_AND_SAMPLER(_OutlineTex)
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#endif
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#if OUTDIST_ON
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DECLARE_TEX_AND_SAMPLER(_OutlineDistortTex)
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//sampler2D _OutlineDistortTex;
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#endif
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#if DISTORT_ON
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DECLARE_TEX_AND_SAMPLER(_DistortTex)
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//sampler2D _DistortTex;
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#endif
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#if COLORSWAP_ON
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DECLARE_TEX_AND_SAMPLER(_ColorSwapTex)
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#endif
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#if COLORRAMP_ON
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DECLARE_TEX_AND_SAMPLER(_ColorRampTex)
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DECLARE_TEX_AND_SAMPLER(_ColorRampTexGradient)
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#endif
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#if SHINE_ON
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DECLARE_TEX_AND_SAMPLER(_ShineMask)
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#endif
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#if OVERLAY_ON
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DECLARE_TEX_AND_SAMPLER(_OverlayTex)
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#endif
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#endif
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