#ifndef ALLIN1SPRITESHADERSRP_FRAGMENTPASS #define ALLIN1SPRITESHADERSRP_FRAGMENTPASS half4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); //half randomSeed = UNITY_ACCESS_INSTANCED_PROP(Props, _RandomSeed); float randomSeed = _RandomSeed; float texWidth; float texHeight; _MainTex.GetDimensions(texWidth, texHeight); float4 texelSize = float4(1.0 / texWidth, 1 / texHeight, texWidth, texHeight); float2 uvRect = i.uv; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); uvRect = half2((i.uv.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half2 centerTiled = half2(center.x * _MainTex_ScaleAndTiling.x, center.y * _MainTex_ScaleAndTiling.y); #if CLIPPING_ON half2 tiledUv = half2(i.uv.x / _MainTex_ScaleAndTiling.x, i.uv.y / _MainTex_ScaleAndTiling.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 RADIALCLIPPING_ON half2 tiledUv2 = half2(i.uv.x / _MainTex_ScaleAndTiling.x, i.uv.y / _MainTex_ScaleAndTiling.y); #if ATLAS_ON tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half startAngle = _RadialStartAngle - _RadialClip; half endAngle = _RadialStartAngle + _RadialClip2; half offset0 = clamp(0, 360, startAngle + 360); half offset360 = clamp(0, 360, endAngle - 360); half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y)); half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees if(atanAngle < 0) atanAngle = 360 + atanAngle; if(atanAngle >= startAngle && atanAngle <= endAngle) discard; if(atanAngle <= offset360) discard; if(atanAngle >= offset0) discard; #endif #if TEXTURESCROLL_ON && ATLAS_ON i.uv = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1))); #endif #if OFFSETUV_ON #if ATLAS_ON i.uv = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))), _MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1))); #else i.uv += half2(_OffsetUvX, _OffsetUvY); #endif #endif #if POLARUV_ON i.uv = half2(atan2(i.uv.y, i.uv.x) / (2.0f * 3.141592653589f), length(i.uv)); i.uv *= _MainTex_ScaleAndTiling.xy; #endif #if TWISTUV_ON #if ATLAS_ON _TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV; _TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV; #endif half2 tempUv = i.uv - half2(_TwistUvPosX * _MainTex_ScaleAndTiling.x, _TwistUvPosY * _MainTex_ScaleAndTiling.y); _TwistUvRadius *= (_MainTex_ScaleAndTiling.x + _MainTex_ScaleAndTiling.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_ScaleAndTiling.x, _TwistUvPosY * _MainTex_ScaleAndTiling.y); i.uv = tempUv; #endif #if FISHEYE_ON half bind = length(centerTiled); half2 dF = i.uv - centerTiled; half dFlen = length(dF); half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001); i.uv = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt); #endif #if PINCH_ON half2 dP = i.uv - centerTiled; half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001); i.uv = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5); #endif #if ZOOMUV_ON i.uv -= centerTiled; i.uv = i.uv * _ZoomUvAmount; i.uv += centerTiled; #endif #if DOODLE_ON half2 uvCopy = uvRect; _HandDrawnSpeed = (floor((_Time.x + randomSeed) * 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.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY; i.uv += half2(xShake * 0.012, yShake * 0.01); #endif #if RECTSIZE_ON i.uv = i.uv.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif #if DISTORT_ON #if ATLAS_ON i.uvDistTex.x = i.uvDistTex.x * (1 / (_MaxXUV - _MinXUV)); i.uvDistTex.y = i.uvDistTex.y * (1 / (_MaxYUV - _MinYUV)); #endif i.uvDistTex.x += ((_Time.x + randomSeed) * _DistortTexXSpeed) % 1; i.uvDistTex.y += ((_Time.x + randomSeed) * _DistortTexYSpeed) % 1; half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, i.uvDistTex).r - 0.5) * 0.2 * _DistortAmount; i.uv.x += distortAmnt; i.uv.y += distortAmnt; #endif #if WARP_ON half2 warpUv = half2(i.uv.x / _MainTex_ScaleAndTiling.x, i.uv.y / _MainTex_ScaleAndTiling.y); #if ATLAS_ON warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif const float tau = 6.283185307179586; float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale; float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale; float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength; i.uv += warp; #endif #if WAVEUV_ON float2 uvWave = half2(_WaveX * _MainTex_ScaleAndTiling.x, _WaveY * _MainTex_ScaleAndTiling.y) - i.uv; uvWave %= 1; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; float waveTime = _Time.y + randomSeed; float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed)); i.uv = i.uv + uvWave * sin(angWave) * (_WaveStrength / 1000.0); #endif #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ScaleAndTiling.x) - uvRect.x); half yWave = ((0.5 * _MainTex_ScaleAndTiling.y) - uvRect.y) * (texelSize.w / texelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); i.uv += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif #if WIND_ON half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10); half2 windCenter = half2(0.5, 0.1); #if ATLAS_ON windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV; windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV; #endif #if !MANUALWIND_ON i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1); #else i.uv.x = fmod(abs(lerp(i.uv.x, i.uv.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1); windOffset = _GrassManualAnim; #endif half2 delta = i.uv - windCenter; half delta2 = dot(delta.xy, delta.xy); half2 delta_offset = delta2 * windOffset; i.uv = i.uv + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend; #endif #if TEXTURESCROLL_ON && !ATLAS_ON i.uv.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1; i.uv.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1; #endif #if PIXELATE_ON half aspectRatio = texelSize.x / texelSize.y; half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio); i.uv = floor(i.uv * pixelSize) / pixelSize; #endif half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); half originalAlpha = col.a; col *= i.color; #if PREMULTIPLYALPHA_ON col.rgb *= col.a; #endif #if GLITCH_ON half2 uvGlitch = uvRect; uvGlitch.y -= 0.5; half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed, _GlitchSpeed), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed, _GlitchSpeed), 3.0); col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed, _GlitchSpeed), 0)) * i.color; #endif #if CHROMABERR_ON half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + half2(_ChromAberrAmount/10, 0)) * i.color; half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_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 BLUR_ON #if ATLAS_ON #if !BLURISHD_ON col = BlurHD(i.uv, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * i.color; #else col = Blur(i.uv, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * i.color; #endif #else #if !BLURISHD_ON col = BlurHD(i.uv, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * i.color; #else col = Blur(i.uv, _MainTex, sampler_MainTex, _BlurIntensity) * i.color; #endif #endif #endif #if MOTIONBLUR_ON _MotionBlurAngle = _MotionBlurAngle * 3.1415926; #define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle))) _MotionBlurDist = _MotionBlurDist * 0.005; #if ATLAS_ON _MotionBlurDist *= (_MaxXUV - _MinXUV); #endif col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4))); col.rgb = col.rgb / 9; #endif #if NEGATIVE_ON col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount); #endif half luminance = 0; #if GREYSCALE_ON && !GREYSCALEOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _GreyscaleLuminosity); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #endif #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 ghostResult; ghostResult.a = saturate(luminance - _GhostTransparency) * col.a; ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost); col = lerp(col, ghostResult, _GhostBlend); #endif #if INNEROUTLINE_ON half3 innerT = abs(GET_PIXEL(0, _InnerOutlineThickness, i.uv, _MainTex, texelSize) - GET_PIXEL(0, -_InnerOutlineThickness, i.uv, _MainTex, texelSize)); innerT += abs(GET_PIXEL(_InnerOutlineThickness, 0, i.uv, _MainTex, texelSize) - GET_PIXEL(-_InnerOutlineThickness, 0, i.uv, _MainTex, texelSize)); #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_ScaleAndTiling.x, uvRect.y / _MainTex_ScaleAndTiling.y); #if GRADIENT2COL_ON _GradTopRightCol = _GradTopLeftCol; _GradBotRightCol = _GradBotLeftCol; #endif #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (texelSize.w / texelSize.z); radialDist = saturate(_GradBoostX * radialDist); half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist); #else half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX)); half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor), lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY))); #endif gradientResult = lerp(col, gradientResult, _GradBlend); col.rgb = gradientResult.rgb * col.a; col.a *= gradientResult.a; #endif #if CONTRAST_ON col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5); col.rgb += _Brightness; #endif #if COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, i.uv); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity); swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend); #endif #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #endif #if CHANGECOLOR_ON float3 currChangeColor = saturate(col.rgb); luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(currChangeColor - _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)); #if CHANGECOLOR2_ON dif = abs(currChangeColor - _ColorChangeTarget2.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0)); #endif #if CHANGECOLOR3_ON dif = abs(currChangeColor - _ColorChangeTarget3.rgb); col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb, max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0)); #endif #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 OVERLAY_ON half2 overlayUvs = uvRect; overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1; overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1; half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, CUSTOM_TRANSFORM_TEX(overlayUvs, _OverlayTex_ScaleAndTiling)); overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow; #if !OVERLAYMULT_ON overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend; col.rgb += overlayCol.rgb; #else overlayCol.a *= _OverlayColor.a; col = lerp(col, col * overlayCol, _OverlayBlend); #endif #endif //OUTLINE------------------------------------------------------------- #if OUTBASE_ON #if OUTBASEPIXELPERF_ON //half2 destUv = _OutlinePixelWidth / unity_SpriteProps.w; half2 destUv = half2(_OutlinePixelWidth * texelSize.x, _OutlinePixelWidth * texelSize.y); #else //half2 destUv = _OutlinePixelWidth / unity_SpriteProps.w; half2 destUv = half2(_OutlineWidth * texelSize.x * 200, _OutlineWidth * texelSize.y * 200); #endif #if OUTDIST_ON half2 uvOutDist = uvRect; uvOutDist.x += ((_Time.x + randomSeed) * _OutlineDistortTexXSpeed) % 1; uvOutDist.y += ((_Time.x + randomSeed) * _OutlineDistortTexYSpeed) % 1; half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, CUSTOM_TRANSFORM_TEX(uvOutDist, _OutlineDistortTex_ScaleAndTiling)).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + half2(destUv.x, 0)).a; half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv - half2(destUv.x, 0)).a; half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + half2(0, destUv.y)).a; half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + half2(destUv.x, destUv.y)).a; half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + half2(destUv.x, -destUv.y)).a; half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_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.x + randomSeed) * _OutlineTexXSpeed) % 1; i.uvOutTex.y += ((_Time.x + randomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON i.uvOutTex = half2((i.uvOutTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, i.uvOutTex); tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) * _OutlineAlpha; half4 outline = _OutlineColor * i.color.a; outline.rgb *= _OutlineGlow; outline.a = result; #if ONLYOUTLINE_ON col = outline; #else col = lerp(col, outline, result); #endif #endif //----------------------------------------------------------------------------- #if FADE_ON half2 tiledUvFade1= CUSTOM_TRANSFORM_TEX(i.uv, _FadeTex_ScaleAndTiling); half2 tiledUvFade2 = CUSTOM_TRANSFORM_TEX(i.uv, _FadeBurnTex_ScaleAndTiling); #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 = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif #if SHADOW_ON half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + half2(_ShadowX, _ShadowY)).a; half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a)); col.rgb *= 1 - ((shadowA - col.a) * (1 - col.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 = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, i.uv); #else emission = col; #endif col.rgb *= _GlowGlobal; 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); #if GRADIENTCOLORRAMP_ON col.rgb = lerp(col.rgb, tex2D(_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend); #else col.rgb = lerp(col.rgb, tex2D(_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend); #endif #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 = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend); #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 SHINE_ON half2 uvShine = uvRect; half cosAngle = cos(_ShineRotate); half sinAngle = sin(_ShineRotate); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvShine -= half2(0.5, 0.5); uvShine = mul(rot, uvShine); uvShine += half2(0.5, 0.5); half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, i.uv).a; half currentDistanceProjection = (uvShine.x + uvShine.y) / 2; half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth); col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0) * max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask; #endif #if HOLOGRAM_ON half totalHologram = _HologramStripesAmount + _HologramUnmodAmount; half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram; hologramYCoord = abs(hologramYCoord); half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha)); half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0); half4 hologramResult = col; hologramResult.a *= lerp(alpha, 1, hologramMask); hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); hologramResult.rgb += hologramMask * _HologramStripeColor * col.a; col = lerp(col, hologramResult, _HologramBlend); #endif #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha); #endif col.a *= _Alpha; #if ALPHACUTOFF_ON clip((1 - _AlphaCutoffValue) - (1 - col.a) - 0.01); #endif #if ALPHAROUND_ON col.a = step(_AlphaRoundThreshold, col.a); #endif #if ALPHAOUTLINE_ON half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend; col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes); col.a = lerp(col.a, 1, alphaOutlineRes > 1); #endif col *= _Color; #if !defined(HDRP_PASS) && UNITY_VERSION >= 60000000 col *= unity_SpriteColor; #endif #if FOG_ON col = AllIn1MixFog(col, i.vertex, i.positionWS, i.fogCoord); #endif return col; } #endif