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142 lines
4.4 KiB
142 lines
4.4 KiB
3 years ago
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Shader "PeachValley/GameObject"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
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[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
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[Space]
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[Header(Edge)]
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[Toggle] _EFFECT_EDGE ("Enable Edge", Float) = 0
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_OutLineColor ("Outline color", Color) = (0.804, 0.2, 0, 1)//描边颜色
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_PixelSize ("Pixel Size", Range(0, 10)) = 6
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_DetectAlpha ("DetectAlpha", Range(0, 0.2)) = 0.1 //四周的点算alpha平均,若大于则显示描边
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_ImageCullAlpha ("ImageCullAlpha", Range(0, 1)) = 0.2 //当前所在的点若大于改值,则无条件原图
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// _Smooth ("Smooth", Range(1, 10)) = 10
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// _SmoothAlphaBase ("SmoothAlphaBase", Range(0, 1)) = 0.8
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_HaveEdgeEffect ("HaveEdgeEffect", Range(0, 1)) = 1
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[Space]
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[Header(Highlight)]
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[Toggle] _EFFECT_HIGHLIGHT("Enable Highlight", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#pragma multi_compile _EFFECT_EDGE _EFFECT_EDGE_ON
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#pragma multi_compile _EFFECT_HIGHLIGHT _EFFECT_HIGHLIGHT_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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fixed4 _Color;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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// for edge
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fixed4 _OutLineColor;
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float _PixelSize;
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float2 _MainTex_TexelSize;
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float _DetectAlpha;
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float _ImageCullAlpha;
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// float _Smooth;
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// float _SmoothAlphaBase;
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half _HaveEdgeEffect;
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void Edge(inout fixed4 outColor, half2 changedUV)
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{
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_PixelSize = _PixelSize * _MainTex_TexelSize;
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// fixed4 color = tex2D(_MainTex, fixed2(changedUV.x, changedUV.y));
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fixed color1 = tex2D(_MainTex, fixed2(changedUV.x + _PixelSize, changedUV.y + _PixelSize)).a;
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fixed color2 = tex2D(_MainTex, fixed2(changedUV.x - _PixelSize, changedUV.y - _PixelSize)).a;
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fixed color3 = tex2D(_MainTex, fixed2(changedUV.x + _PixelSize, changedUV.y - _PixelSize)).a;
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fixed color4 = tex2D(_MainTex, fixed2(changedUV.x - _PixelSize, changedUV.y + _PixelSize)).a;
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fixed a = (color1 + color2 + color3 + color4) / 4;
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int if1 = step(outColor.a, _ImageCullAlpha);
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int if2 = step(a, _DetectAlpha);
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// outColor = outColor* (1 - _HaveEdgeEffect) + _HaveEdgeEffect *(if1 * (((1 - if2) * fixed4(_OutLineColor.rgb, pow(a + _SmoothAlphaBase, _Smooth) * _OutLineColor.a))) + color * (1 - if1));
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outColor = outColor* (1 - _HaveEdgeEffect) + _HaveEdgeEffect *(if1 * (((1 - if2) * _OutLineColor)) + outColor * (1 - if1));
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}
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fixed4 SampleSpriteTexture (float2 uv)
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{
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fixed4 color = tex2D (_MainTex, uv);
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#if ETC1_EXTERNAL_ALPHA
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fixed4 alpha = tex2D (_AlphaTex, uv);
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color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
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#endif
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return color;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
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#if _EFFECT_HIGHLIGHT_ON
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c.rgb *= fixed3(1.3, 1.3, 1.3);
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#endif
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#if _EFFECT_EDGE_ON
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Edge(c, IN.texcoord);
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#endif
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c.rgb *= c.a;
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return c;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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