Shader "AllIn1SpriteShader/AllIn1SpriteShaderSRPBatch" { Properties { [NoScaleOffset]_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 Color Intensity", Range(0,100)) = 10 //4 _GlowGlobal("Global Glow Intensity", Range(1,100)) = 1 //5 [NoScaleOffset] _GlowTex("Glow Texture", 2D) = "white" {} //6 [NoScaleOffset]_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("Burn Transition", Range(0.01,0.5)) = 0.075 //10 _FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11 [NoScaleOffset]_FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12 _FadeBurnGlow("Fade Burn Glow", Range(1,250)) = 2//13 _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 _OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //17 _OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //18 [Space] [NoScaleOffset]_OutlineTex("Outline Texture", 2D) = "white" {} //19 _OutlineTexXSpeed("Texture scroll speed X", Range(-50,50)) = 10 //20 _OutlineTexYSpeed("Texture scroll speed Y", Range(-50,50)) = 0 //21 [Space] [NoScaleOffset]_OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //22 _OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //23 _OutlineDistortTexXSpeed("Distortion scroll speed X", Range(-50,50)) = 5 //24 _OutlineDistortTexYSpeed("Distortion scroll speed Y", Range(-50,50)) = 5 //25 _AlphaOutlineColor("Color", Color) = (1, 1, 1, 1) //26 _AlphaOutlineGlow("Outline Glow", Range(1,100)) = 5 //27 _AlphaOutlinePower("Power", Range(0, 5)) = 1 // 28 _AlphaOutlineMinAlpha("Min Alpha", Range(0, 1)) = 0 // 29 _AlphaOutlineBlend("Blend", Range(0, 1)) = 1 // 30 _GradBlend("Gradient Blend", Range(0,1)) = 1 //31 _GradTopLeftCol("Top Color", Color) = (1,0,0,1) //32 _GradTopRightCol("Top Color 2", Color) = (1, 1, 0, 1) //33 _GradBotLeftCol("Bot Color", Color) = (0,0,1,1) //34 _GradBotRightCol("Bot Color 2", Color) = (0, 1, 0, 1) //35 [NoScaleOffset] _ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36 [HDR] _ColorSwapRed("Red Channel", Color) = (1,1,1,1) //37 _ColorSwapRedLuminosity("Red luminosity", Range(-1,1)) = 0.5 //38 [HDR] _ColorSwapGreen("Green Channel", Color) = (1,1,1,1) //39 _ColorSwapGreenLuminosity("Green luminosity", Range(-1,1)) = 0.5 //40 [HDR] _ColorSwapBlue("Blue Channel", Color) = (1,1,1,1) //41 _ColorSwapBlueLuminosity("Blue luminosity", Range(-1,1)) = 0.5 //42 _HsvShift("Hue Shift", Range(0, 360)) = 180 //43 _HsvSaturation("Saturation", Range(0, 2)) = 1 //44 _HsvBright("Brightness", Range(0, 2)) = 1 //45 _HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46 _HitEffectGlow("Glow Intensity", Range(1,100)) = 5 //47 [Space] _HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48 _NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49 _PixelateSize("Pixelate size", Range(4,512)) = 32 //50 [NoScaleOffset] _ColorRampTex("Color ramp Texture", 2D) = "white" {} //51 _ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52 [Toggle()] _ColorRampOutline("Affects everything?", float) = 0 //53 _GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54 [Toggle()] _GreyscaleOutline("Affects everything?", float) = 0 //55 _GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56 _PosterizeNumColors("Number of Colors", Range(0,100)) = 8 //57 _PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58 [Toggle()] _PosterizeOutline("Affects everything?", float) = 0 //59 _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 _GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64 _GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65 _InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66 _InnerOutlineThickness("Outline Thickness", Range(0,3)) = 1 //67 _InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68 _InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 4 //69 _AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70 [Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71 [Toggle()] _OnlyInnerOutline("Only render inner outline?", float) = 0 //72 _HologramStripesAmount("Stripes Amount", Range(0, 1)) = 0.1 //73 _HologramUnmodAmount("Unchanged Amount", Range(0, 1)) = 0.0 //74 _HologramStripesSpeed("Stripes Speed", Range(-20, 20)) = 4.5 //75 _HologramMinAlpha("Min Alpha", Range(0, 1)) = 0.1 //76 _HologramMaxAlpha("Max Alpha", Range(0, 100)) = 0.75 //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(0, 20)) = 10 //88 _HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89 _GrassSpeed("Speed", Range(0,50)) = 2 //90 _GrassWind("Bend amount", Range(0,50)) = 20 //91 [Space] [Toggle()] _GrassManualToggle("Manually animated?", float) = 0 //92 _GrassManualAnim("Manual Anim Value", 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 _RectSize("Rect Size", Range(1, 4)) = 1 //99 _OffsetUvX("X axis", Range(-1, 1)) = 0 //100 _OffsetUvY("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 _TextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 1 //106 _TextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0 //107 _ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108 [NoScaleOffset]_DistortTex("Distortion Texture", 2D) = "white" {} //109 _DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110 _DistortTexXSpeed("Scroll speed X", Range(-50,50)) = 5 //111 _DistortTexYSpeed("Scroll speed Y", 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 _RotateUvAmount("Rotate Angle(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("X Multiplier", Range(0, 5)) = 1.5 //121 _ShakeUvY("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 [HDR] _ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125 _ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126 _RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //127 _RoundWaveSpeed("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 _ShineRotate("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //135 _ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 136 _ShineGlow("Shine Glow", Range(0,100)) = 1 // 137 [NoScaleOffset] _ShineMask("Shine Mask", 2D) = "white" {} // 138 _GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //139 _HologramStripeColor("Stripes Color", Color) = (0,1,1,1) //140 _GradBoostX("Boost X axis", Range(0.1, 5)) = 1.2 //141 _GradBoostY("Boost Y axis", Range(0.1, 5)) = 1.2 //142 [Toggle()] _GradIsRadial("Radial Gradient?", float) = 0 //143 _AlphaRoundThreshold("Round Threshold", Range(0.005, 1.0)) = 0.5 //144 _GrassRadialBend("Radial Bend", Range(0.0, 5.0)) = 0.1 //145 _ColorChangeTolerance2("Tolerance 2", Range(0, 1)) = 0.25 //146 _ColorChangeTarget2("Color to change 2", Color) = (1, 0, 0, 1) //147 [HDR] _ColorChangeNewCol2("New Color 2", Color) = (1, 1, 0, 1) //148 _ColorChangeTolerance3("Tolerance 3", Range(0, 1)) = 0.25 //149 _ColorChangeTarget3("Color to change 3", Color) = (1, 0, 0, 1) //150 [HDR] _ColorChangeNewCol3("New Color 3", Color) = (1, 1, 0, 1) //151 _Contrast ("Contrast", Range(0, 6)) = 1 // 152 _Brightness ("Brightness", Range(-1, 1)) = 0 // 153 _ColorSwapBlend ("Color Swap Blend", Range(0, 1)) = 1 // 154 _ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 155 _GreyscaleBlend ("Greyscale Blend", Range(0, 1)) = 1 // 156 _GhostBlend ("Ghost Blend", Range(0, 1)) = 1 // 157 _HologramBlend ("Hologram Blend", Range(0, 1)) = 1 // 158 [AllIn1ShaderGradient] _ColorRampTexGradient("Color ramp Gradient", 2D) = "white" {} //159 [NoScaleOffset]_OverlayTex("Overlay Texture", 2D) = "white" {} //160 _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) //161 _OverlayGlow("Overlay Glow", Range(0,25)) = 1 // 162 _OverlayBlend("Overlay Blend", Range(0, 1)) = 1 // 163 _RadialStartAngle("Radial Start Angle", Range(0, 360)) = 90 //164 _RadialClip("Radial Clip", Range(0, 360)) = 45 //165 _RadialClip2("Radial Clip 2", Range(0, 360)) = 0 //166 _WarpStrength("Warp Strength", Range(0, 0.1)) = 0.025 //167 _WarpSpeed("Warp Speed", Range(0, 25)) = 8 //168 _WarpScale("Warp Scale", Range(0.05, 3)) = 0.5 //169 _OverlayTextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 0.25 //170 _OverlayTextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0.25 //171 /**/ _MainTex_ScaleAndTiling("Main Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //172 _FadeTex_ScaleAndTiling("Fade Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //173 _FadeBurnTex_ScaleAndTiling("Fade Burn Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //174 _OutlineTex_ScaleAndTiling("Outline Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //175 _OutlineDistortTex_ScaleAndTiling("Outline Distort Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //176 _DistortTex_ScaleAndTiling("Distort Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //177 _OverlayTex_ScaleAndTiling("Overlay Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //178 /**/ _GlitchSpeed("Glitch Speed", Range(0.0, 100)) = 20 //179 _ZTestMode ("Z Test Mode", Float) = 4 _CullingOption ("Culling Option", float) = 0 [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 _EditorDrawers("Editor Drawers", Int) = 6 } SubShader { PackageRequirements { "com.unity.render-pipelines.high-definition" : "12.1" } Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Blend [_MySrcMode] [_MyDstMode] Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Pass { HLSLPROGRAM #pragma target 4.5 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #define HDRP_PASS #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_CommonFunctions.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_HDRPHelper.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_Structs.hlsl" #include_with_pragmas "ShaderLibrary/AllIn1SpriteShaderSRP_ShaderFeatures.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_Properties.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_VertexPass.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_FragmentPass.hlsl" #if FOG_ON #pragma multi_compile_fog #endif ENDHLSL } } SubShader { PackageRequirements { "com.unity.render-pipelines.universal" : "12.0" } Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Blend [_MySrcMode] [_MyDstMode] Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] Pass { HLSLPROGRAM #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #define URP_PASS #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_CommonFunctions.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_URPHelper.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_Structs.hlsl" #include_with_pragmas "ShaderLibrary/AllIn1SpriteShaderSRP_ShaderFeatures.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_Properties.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_VertexPass.hlsl" #include "ShaderLibrary/AllIn1SpriteShaderSRP_FragmentPass.hlsl" #if FOG_ON #pragma multi_compile_fog #endif ENDHLSL } } //Fallback "AllIn1SpriteShader/AllIn1SpriteShader" CustomEditor "AllIn1SpriteShader.AllIn1SpriteShaderMaterialInspector" }