mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-09 19:25:10 +00:00
7404f402d9
* new sprites not done * more sprites more anim chanegs * almost done * INSANE * sheet done * its done * re-implement improved squat sprite * remove many unused assets allow games to be hidden in the editor * start animations of backup dancers * finish backup dancer animations * add effects to backup dancers' tree * add dancers to the prefab * import new sprites * backup dancers fully functional * game camera now updates in LateUpdate() * touched some anims * oops * oops 2 * add audience applause fix the mapped cellanim shaders --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
126 lines
No EOL
3.8 KiB
Text
126 lines
No EOL
3.8 KiB
Text
Shader "Sprites/CellAnime_Mapped"
|
|
{
|
|
Properties
|
|
{
|
|
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
|
_Color ("Tint", Color) = (1,1,1,1)
|
|
_ColorAlpha ("Red Colourmap", Color) = (1,1,1,1)
|
|
_ColorBravo ("Green Colourmap", Color) = (1,1,1,1)
|
|
_ColorDelta ("Blue Colourmap", Color) = (1,1,1,1)
|
|
_AddColor ("Screen", Color) = (0,0,0,0)
|
|
|
|
_StencilComp ("Stencil Comparison", Float) = 8
|
|
_Stencil ("Stencil ID", Float) = 0
|
|
_StencilOp ("Stencil Operation", Float) = 0
|
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
|
|
_ColorMask ("Color Mask", Float) = 15
|
|
|
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"Queue"="Transparent"
|
|
"IgnoreProjector"="True"
|
|
"RenderType"="Transparent"
|
|
"PreviewType"="Plane"
|
|
"CanUseSpriteAtlas"="True"
|
|
}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_Stencil]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilOp]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
}
|
|
|
|
Cull Off
|
|
Lighting Off
|
|
ZWrite Off
|
|
ZTest [unity_GUIZTestMode]
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ColorMask [_ColorMask]
|
|
|
|
Pass
|
|
{
|
|
Name "Default"
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 2.0
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "UnityUI.cginc"
|
|
|
|
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
|
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
|
|
|
struct appdata_t
|
|
{
|
|
float4 vertex : POSITION;
|
|
float4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
fixed4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
float4 worldPosition : TEXCOORD1;
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
sampler2D _MainTex;
|
|
fixed4 _Color;
|
|
fixed4 _ColorAlpha;
|
|
fixed4 _ColorBravo;
|
|
fixed4 _ColorDelta;
|
|
fixed4 _AddColor;
|
|
fixed4 _TextureSampleAdd;
|
|
float4 _ClipRect;
|
|
float4 _MainTex_ST;
|
|
|
|
v2f vert(appdata_t v)
|
|
{
|
|
v2f OUT;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
|
OUT.worldPosition = v.vertex;
|
|
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
|
|
|
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
|
OUT.color = v.color; // don't multiply by colour here since it messes with RGB mapping, we do it later in the frag stage instead
|
|
return OUT;
|
|
}
|
|
|
|
fixed4 frag(v2f IN) : SV_Target
|
|
{
|
|
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
|
half4 mappedColor = _ColorAlpha * color.r + _ColorBravo * color.g + _ColorDelta * color.b;
|
|
half a = color.a;
|
|
fixed4 screen = 1.0 - (1.0 - _AddColor.rgba) * (1.0 - mappedColor.rgba);
|
|
color = screen * _Color.rgba;
|
|
color.a = a;
|
|
|
|
#ifdef UNITY_UI_CLIP_RECT
|
|
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
|
#endif
|
|
|
|
#ifdef UNITY_UI_ALPHACLIP
|
|
clip (color.a - 0.001);
|
|
#endif
|
|
|
|
return color * _Color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
} |