Shader "AllIn1SpriteShader/AllIn1SpriteShaderScaledTime" { Properties { _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 Intensity", Range(0,100)) = 10 //4 [Space] [Space] [Toggle()] _GlowTexUsed("Glow Texture used?", float) = 0 //5 [Header(Texture does not support Tiling)] _GlowTex("Glow Texture", 2D) = "white" {} //6 _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 _FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12 _FadeBurnGlow("Fade Burn Glow", Range(1,250)) = 2//13 [Header(_Outline Basic Properties_)] _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 [Toggle()] _Outline8Directions("Outline High Resolution?", float) = 0 //17 _OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //18 [Header(_Outline Width_)] [Toggle()] _OutlineIsPixel("Outline is Pixel Perfect?", float) = 0 //19 _OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //20 [Space] [Header(_Outline Texture_)] [Toggle()] _OutlineTexToggle("Outline uses texture?", float) = 0 //21 _OutlineTex("Outline Texture", 2D) = "white" {} //22 _OutlineTexXSpeed("Texture scroll speed X", Range(-50,50)) = 10 //23 _OutlineTexYSpeed("Texture scroll speed Y", Range(-50,50)) = 0 //24 [Toggle()] _OutlineTexGrey("Texture is Greyscaled?", float) = 0 //25 [Space] [Header(_Outline Distortion_)] [Toggle()] _OutlineDistortToggle("Outline uses distortion?", float) = 0 //26 _OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //27 _OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //28 _OutlineDistortTexXSpeed("Distortion scroll speed X", Range(-50,50)) = 5 //29 _OutlineDistortTexYSpeed("Distortion scroll speed Y", Range(-50,50)) = 5 //30 _GradBlend("Gradient Blend", Range(0,1)) = 1 //31 _GradTopLeftCol("Top Color", Color) = (1,0,0,1) //32 _GradTopRightCol("Top Color 2", Color) = (1,0,0,1) //33 _GradBotLeftCol("Bot Color", Color) = (0,0,1,1) //34 _GradBotRightCol("Bot Color 2", Color) = (0,0,1,1) //35 _ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36 [Header(You will need a mask texture (see Documentation))] _ColorSwapRed("Red Channel", Color) = (1,1,1,1) //37 _ColorSwapRedLuminosity("Red luminosity", Range(-1,1)) = 0.5 //38 _ColorSwapGreen("Green Channel", Color) = (1,1,1,1) //39 _ColorSwapGreenLuminosity("Green luminosity", Range(-1,1)) = 0.5 //40 _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] [Header(_Tip_ Animate the following property)] _HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48 _NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49 [Header(Looks bad with distorition effects)] _PixelateSize("Pixelate size", Range(4,512)) = 32 //50 [Header(Texture does not support Tiling)] _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 [Header(This effect will not affect the outline)] _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 [Header(This effect will not affect the outline)] _GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64 [Header(Choose the ghost color with the Main Color Property)] _GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65 [Header(This effect will place the inner outlines over the original sprite)] _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)) = 1 //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(2, 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 [Header(Only on single sprites, spritesheets NOT supported)] _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 [Header(Set Texture Wrap Mode to Repeat)] _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 _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 [Header(_Tip_ Use Clipping effect to avoid possible undesired parts)] _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 _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 _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 _ZTestMode ("Z Test Mode", Float) = 4 // 146 [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 } SubShader { Tags { "Queue" = "Transparent" "CanUseSpriteAtlas" = "True" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Blend [_MySrcMode] [_MyDstMode] Cull Off ZWrite [_ZWrite] ZTest [_ZTestMode] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature GLOW_ON #pragma shader_feature FADE_ON #pragma shader_feature OUTBASE_ON #pragma shader_feature ONLYOUTLINE_ON #pragma shader_feature GRADIENT_ON #pragma shader_feature RADIALGRADIENT_ON #pragma shader_feature COLORSWAP_ON #pragma shader_feature HSV_ON #pragma shader_feature CHANGECOLOR_ON #pragma shader_feature COLORRAMP_ON #pragma shader_feature HITEFFECT_ON #pragma shader_feature NEGATIVE_ON #pragma shader_feature PIXELATE_ON #pragma shader_feature GREYSCALE_ON #pragma shader_feature POSTERIZE_ON #pragma shader_feature BLUR_ON #pragma shader_feature MOTIONBLUR_ON #pragma shader_feature GHOST_ON #pragma shader_feature INNEROUTLINE_ON #pragma shader_feature ONLYINNEROUTLINE_ON #pragma shader_feature HOLOGRAM_ON #pragma shader_feature CHROMABERR_ON #pragma shader_feature GLITCH_ON #pragma shader_feature FLICKER_ON #pragma shader_feature SHADOW_ON #pragma shader_feature SHINE_ON #pragma shader_feature ALPHACUTOFF_ON #pragma shader_feature ALPHAROUND_ON #pragma shader_feature DOODLE_ON #pragma shader_feature WIND_ON #pragma shader_feature WAVEUV_ON #pragma shader_feature ROUNDWAVEUV_ON #pragma shader_feature RECTSIZE_ON #pragma shader_feature OFFSETUV_ON #pragma shader_feature CLIPPING_ON #pragma shader_feature TEXTURESCROLL_ON #pragma shader_feature ZOOMUV_ON #pragma shader_feature DISTORT_ON #pragma shader_feature TWISTUV_ON #pragma shader_feature ROTATEUV_ON #pragma shader_feature POLARUV_ON #pragma shader_feature FISHEYE_ON #pragma shader_feature PINCH_ON #pragma shader_feature SHAKEUV_ON #pragma shader_feature GLOWTEX_ON #pragma shader_feature OUTTEX_ON #pragma shader_feature OUTDIST_ON #pragma shader_feature OUTBASE8DIR_ON #pragma shader_feature OUTBASEPIXELPERF_ON #pragma shader_feature OUTGREYTEXTURE_ON #pragma shader_feature COLORRAMPOUTLINE_ON #pragma shader_feature GREYSCALEOUTLINE_ON #pragma shader_feature POSTERIZEOUTLINE_ON #pragma shader_feature BLURISHD_ON #pragma shader_feature MANUALWIND_ON #pragma shader_feature ATLAS_ON #pragma shader_feature BILBOARD_ON #pragma shader_feature BILBOARDY_ON #pragma shader_feature CUSTOMBLENDING_ON #pragma shader_feature PREMULTIPLYALPHA_ON #pragma shader_feature CUSTOMZTEST_ON #pragma shader_feature FOG_ON #include "UnityCG.cginc" #include "AllIn1OneShaderFunctions.cginc" #if FOG_ON #pragma multi_compile_fog #endif struct appdata { half4 vertex : POSITION; half2 uv : TEXCOORD0; half4 color : COLOR; }; struct v2f { float2 uv : TEXCOORD0; half4 vertex : SV_POSITION; half4 color : COLOR; #if OUTTEX_ON half2 uvOutTex : TEXCOORD1; #endif #if OUTDIST_ON half2 uvOutDistTex : TEXCOORD2; #endif #if DISTORT_ON half2 uvDistTex : TEXCOORD3; #endif #if FADE_ON half2 uvFadeTex1 : TEXCOORD4; half2 uvFadeTex2 : TEXCOORD5; #endif #if FOG_ON UNITY_FOG_COORDS(6) #endif }; float globalUnscaledTime; sampler2D _MainTex; half4 _MainTex_ST, _MainTex_TexelSize, _Color; half _Alpha, _RandomSeed; #if ATLAS_ON half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; #endif #if RECTSIZE_ON half _RectSize; #endif #if OFFSETUV_ON half _OffsetUvX, _OffsetUvY; #endif #if CLIPPING_ON half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if ROTATEUV_ON half _RotateUvAmount; #endif #if FISHEYE_ON half _FishEyeUvAmount; #endif #if PINCH_ON half _PinchUvAmount; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if WAVEUV_ON half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if ZOOMUV_ON half _ZoomUvAmount; #endif #if FADE_ON sampler2D _FadeTex, _FadeBurnTex; half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if GLOW_ON sampler2D _GlowTex; half4 _GlowColor; half _Glow; #endif #if OUTBASE_ON half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; #endif #if OUTTEX_ON sampler2D _OutlineTex; half4 _OutlineTex_ST; half _OutlineTexXSpeed, _OutlineTexYSpeed; #endif #if OUTDIST_ON sampler2D _OutlineDistortTex; half4 _OutlineDistortTex_ST; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; #endif #if DISTORT_ON sampler2D _DistortTex; half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if WIND_ON half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; #endif #if GRADIENT_ON half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; #endif #if COLORSWAP_ON sampler2D _ColorSwapTex; half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if HITEFFECT_ON half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; #endif #if PIXELATE_ON half _PixelateSize; #endif #if NEGATIVE_ON half _NegativeAmount; #endif #if COLORRAMP_ON sampler2D _ColorRampTex; half _ColorRampLuminosity; #endif #if GREYSCALE_ON half _GreyscaleLuminosity; half4 _GreyscaleTintColor; #endif #if POSTERIZE_ON half _PosterizeNumColors, _PosterizeGamma; #endif #if BLUR_ON half _BlurIntensity; #endif #if MOTIONBLUR_ON half _MotionBlurAngle, _MotionBlurDist; #endif #if GHOST_ON half _GhostColorBoost, _GhostTransparency; #endif #if INNEROUTLINE_ON half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; #endif #if HOLOGRAM_ON half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha; half4 _HologramStripeColor; #endif #if CHROMABERR_ON half _ChromAberrAmount, _ChromAberrAlpha; #endif #if GLITCH_ON half _GlitchAmount, _GlitchSize; #endif #if FLICKER_ON half _FlickerFreq, _FlickerPercent, _FlickerAlpha; #endif #if SHADOW_ON half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; #endif #if SHINE_ON sampler2D _ShineMask; half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; #endif #if ALPHACUTOFF_ON half _AlphaCutoffValue; #endif #if ALPHAROUND_ON half _AlphaRoundThreshold; #endif #if CHANGECOLOR_ON half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; #endif v2f vert (appdata v) { #if RECTSIZE_ON v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0)); #endif v2f o; #if BILBOARD_ON half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0)); half3 camUp = half3(0,1,0); #if BILBOARDY_ON camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0)); #endif half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp; o.vertex = UnityObjectToClipPos(half4(localPos, 1)); #else o.vertex = UnityObjectToClipPos(v.vertex); #endif o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; half2 center = half2(0.5, 0.5); #if ATLAS_ON center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0); #endif #if POLARUV_ON o.uv = v.uv - center; #endif #if ROTATEUV_ON half2 uvC = v.uv; half cosAngle = cos(_RotateUvAmount); half sinAngle = sin(_RotateUvAmount); half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle); uvC -= center; o.uv = mul(rot, uvC); o.uv += center; #endif #if OUTTEX_ON o.uvOutTex = TRANSFORM_TEX(v.uv, _OutlineTex); #endif #if OUTDIST_ON o.uvOutDistTex = TRANSFORM_TEX(v.uv, _OutlineDistortTex); #endif #if DISTORT_ON o.uvDistTex = TRANSFORM_TEX(v.uv, _DistortTex); #endif #if FADE_ON o.uvFadeTex1 = TRANSFORM_TEX(v.uv, _FadeTex); o.uvFadeTex2 = TRANSFORM_TEX(v.uv, _FadeBurnTex); #endif #if FOG_ON UNITY_TRANSFER_FOG(o,o.vertex); #endif return o; } half3 GetPixel(in int offsetX, in int offsetY, half2 uv, sampler2D tex) { return tex2D(tex, (uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y))).rgb; } half4 frag (v2f i) : SV_Target { half2 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_ST.x, center.y * _MainTex_ST.y); #if CLIPPING_ON half2 tiledUv = half2(i.uv.x / _MainTex_ST.x, i.uv.y / _MainTex_ST.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 TEXTURESCROLL_ON && ATLAS_ON i.uv = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((((globalUnscaledTime * 20) + _RandomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)), _MinYUV + ((_MaxYUV - _MinYUV) * (abs((((globalUnscaledTime * 20) + _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_ST.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_ST.x, _TwistUvPosY * _MainTex_ST.y); _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.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_ST.x, _TwistUvPosY * _MainTex_ST.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 float2 dP = i.uv - centerTiled; float 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(((globalUnscaledTime * 20) + _RandomSeed) * _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((globalUnscaledTime + _RandomSeed) * _ShakeUvSpeed * 500 * _ShakeUvX); half yShake = sin((globalUnscaledTime + _RandomSeed) * _ShakeUvSpeed * 500 * _ShakeUvY); i.uv += half2(xShake * 0.01, yShake * 0.01); #endif #if RECTSIZE_ON i.uv = i.uv.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx; #endif #if DISTORT_ON i.uvDistTex.x += ((globalUnscaledTime + _RandomSeed) * _DistortTexXSpeed) % 1; i.uvDistTex.y += ((globalUnscaledTime + _RandomSeed) * _DistortTexYSpeed) % 1; #if ATLAS_ON i.uvDistTex = half2((i.uvDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half distortAmnt = (tex2D(_DistortTex, i.uvDistTex).r - 0.5) * 0.2 * _DistortAmount; i.uv.x += distortAmnt; i.uv.y += distortAmnt; #endif #if WAVEUV_ON half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - i.uv; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((((globalUnscaledTime * 20) + _RandomSeed) * _WaveSpeed) % 360.0); i.uv = i.uv + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0); #endif #if ROUNDWAVEUV_ON float xWave = ((0.5 * _MainTex_ST.x) - uvRect.x); float yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); float ripple = -sqrt(xWave*xWave + yWave* yWave); i.uv += sin((ripple + ((globalUnscaledTime * 20) + _RandomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0); #endif #if WIND_ON half windOffset = sin((globalUnscaledTime + _RandomSeed) * _GrassSpeed * 10); half2 windCenter = float2(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 += (((globalUnscaledTime * 20) + _RandomSeed) * _TextureScrollXSpeed) % 1; i.uv.y += (((globalUnscaledTime * 20) + _RandomSeed) * _TextureScrollYSpeed) % 1; #endif #if PIXELATE_ON i.uv = floor(i.uv * _PixelateSize) / _PixelateSize; #endif half4 col = tex2D(_MainTex, i.uv) * i.color; half originalAlpha = col.a; #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), 3.0) * _GlitchAmount * pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, _RandomSeed), 3.0); col = tex2D(_MainTex, i.uv + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), _RandomSeed), 0)) * i.color; #endif #if CHROMABERR_ON half4 r = tex2D(_MainTex, i.uv + half2(_ChromAberrAmount/10, 0)) * i.color; half4 b = tex2D(_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 !BLURISHD_ON col = BlurHD(i.uv, _MainTex, _BlurIntensity) * i.color; #else col = Blur(i.uv, _MainTex, _BlurIntensity) * i.color; #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; col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist, -_MotionBlurDist))); col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2))); col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3))); col.rgb += tex2D(_MainTex, i.uv + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4))); col.rgb += tex2D(_MainTex, i.uv); col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist, _MotionBlurDist))); col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2))); col.rgb += tex2D(_MainTex, i.uv + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3))); col.rgb += tex2D(_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 = half3(luminance, luminance, luminance) * _GreyscaleTintColor; #endif #if GHOST_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; col.a = saturate(luminance - _GhostTransparency) * col.a; col.rgb *= luminance + _GhostColorBoost; #endif #if INNEROUTLINE_ON half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, i.uv, _MainTex) - GetPixel(0, -_InnerOutlineThickness, i.uv, _MainTex)); innerT += abs(GetPixel(_InnerOutlineThickness, 0, i.uv, _MainTex) - GetPixel(-_InnerOutlineThickness, 0, i.uv, _MainTex)); #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_ST.x, uvRect.y / _MainTex_ST.y); #if RADIALGRADIENT_ON half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5)); radialDist *= (_MainTex_TexelSize.w / _MainTex_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 COLORSWAP_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; half4 swapMask = tex2D(_ColorSwapTex, i.uv); swapMask.rgb *= swapMask.a; half3 redSwap = _ColorSwapRed * swapMask.r * col.a * saturate(luminance + _ColorSwapRedLuminosity); half3 greenSwap = _ColorSwapGreen * swapMask.g * col.a * saturate(luminance + _ColorSwapGreenLuminosity); half3 blueSwap = _ColorSwapBlue * swapMask.b * col.a * saturate(luminance + _ColorSwapBlueLuminosity); col.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b); col.rgb = col.rgb + redSwap + greenSwap + blueSwap; #endif #if COLORRAMP_ON && !COLORRAMPOUTLINE_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorRampLuminosity); col.rgb = tex2D(_ColorRampTex, half2(luminance, 0)).rgb; #endif #if CHANGECOLOR_ON luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance = saturate(luminance + _ColorChangeLuminosity); half3 dif = abs(col.rgb - _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)); #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 //OUTLINE------------------------------------------------------------- #if OUTBASE_ON #ifdef OUTBASEPIXELPERF_ON half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y); #else half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200); #endif #if OUTDIST_ON i.uvOutDistTex.x += ((globalUnscaledTime + _RandomSeed) * _OutlineDistortTexXSpeed) % 1; i.uvOutDistTex.y += ((globalUnscaledTime + _RandomSeed) * _OutlineDistortTexYSpeed) % 1; #if ATLAS_ON i.uvOutDistTex = half2((i.uvOutDistTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutDistTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half outDistortAmnt = (tex2D(_OutlineDistortTex, i.uvOutDistTex).r - 0.5) * 0.2 * _OutlineDistortAmount; destUv.x += outDistortAmnt; destUv.y += outDistortAmnt; #endif half spriteLeft = tex2D(_MainTex, i.uv + half2(destUv.x, 0)).a; half spriteRight = tex2D(_MainTex, i.uv - half2(destUv.x, 0)).a; half spriteBottom = tex2D(_MainTex, i.uv + half2(0, destUv.y)).a; half spriteTop = tex2D(_MainTex, i.uv - half2(0, destUv.y)).a; half result = spriteLeft + spriteRight + spriteBottom + spriteTop; #if OUTBASE8DIR_ON half spriteTopLeft = tex2D(_MainTex, i.uv + half2(destUv.x, destUv.y)).a; half spriteTopRight = tex2D(_MainTex, i.uv + half2(-destUv.x, destUv.y)).a; half spriteBotLeft = tex2D(_MainTex, i.uv + half2(destUv.x, -destUv.y)).a; half spriteBotRight = tex2D(_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 += ((globalUnscaledTime + _RandomSeed) * _OutlineTexXSpeed) % 1; i.uvOutTex.y += ((globalUnscaledTime + _RandomSeed) * _OutlineTexYSpeed) % 1; #if ATLAS_ON i.uvOutTex = half2((i.uvOutTex.x - _MinXUV) / (_MaxXUV - _MinXUV), (i.uvOutTex.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half4 tempOutColor = tex2D(_OutlineTex, i.uvOutTex); #if OUTGREYTEXTURE_ON luminance = 0.3 * tempOutColor.r + 0.59 * tempOutColor.g + 0.11 * tempOutColor.b; tempOutColor = half4(luminance, luminance, luminance, 1); #endif tempOutColor *= _OutlineColor; _OutlineColor = tempOutColor; #endif result *= (1 - originalAlpha) *_OutlineAlpha; half4 outline = result * _OutlineColor; outline.rgb *= _OutlineGlow; #if ONLYOUTLINE_ON col = outline; #else col.rgb *= col.a; col += outline; #endif #endif //----------------------------------------------------------------------------- #if FADE_ON half2 tiledUvFade1= i.uvFadeTex1; half2 tiledUvFade2 = i.uvFadeTex2; #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 = tex2D(_FadeTex, tiledUvFade1).r; half fade = smoothstep(_FadeAmount + 0.01, _FadeAmount + _FadeBurnTransition, fadeTemp); half fadeBurn = smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp); col.a *= fade; _FadeBurnColor.rgb *= _FadeBurnGlow; col += fadeBurn * tex2D(_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a); #endif #if SHADOW_ON half shadowA = tex2D(_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 = tex2D(_GlowTex, i.uv); #else emission = col; #endif 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); col.rgb = tex2D(_ColorRampTex, half2(luminance, 0)).rgb; #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 = half3(luminance, luminance, luminance) * _GreyscaleTintColor; #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 = tex2D(_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 + (((globalUnscaledTime + _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); col.a *= lerp(alpha, 1, hologramMask); col.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0)); hologramMask = 1 - step(0.01,hologramMask); col.rgb += hologramMask * _HologramStripeColor * col.a; #endif #if FLICKER_ON col.a *= saturate(col.a * step(frac(0.05 + ((globalUnscaledTime * 60) + _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 col *= _Color; #if FOG_ON UNITY_APPLY_FOG(i.fogCoord, col); #endif return col; } ENDCG } } CustomEditor "AllIn1SpriteShader" Fallback "Sprites/Default" }