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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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106 lines
3.1 KiB
GLSL
106 lines
3.1 KiB
GLSL
Shader "Blendmodes/HardLight"
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{
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Properties
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{
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[Header(Properties)]
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_MainTex ("Blend Texture", 2D) = "white" {}
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_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
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_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
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_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
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//blending
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[Header(Blending)]
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[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
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[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
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// required for UI.Mask
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[Header(Stencil)]
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
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LOD 100
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Blend [_BlendSrc] [_BlendDst]
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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GrabPass
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{
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"_BackgroundTexture"
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}
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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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#include "UnityCG.cginc"
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#include "CGIncludes/PhotoshopBlendModes.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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float2 bguv : TEXCOORD1;
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};
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sampler2D _MainTex;
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fixed4 _MainTex_ST;
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fixed4 _Tint1;
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fixed4 _Tint2;
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fixed _Alpha;
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sampler2D _BackgroundTexture;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color;
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o.bguv = ComputeGrabScreenPos(o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
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fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
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blendColor.xyz += _Tint1.xyz * _Tint1.a;
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// perform blend
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mainColor.xyz = HardLight(mainColor.xyz, blendColor.xyz);
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mainColor.xyz += _Tint2.xyz * _Tint2.a;
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mainColor.a = blendColor.a * _Alpha;
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return mainColor;
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}
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ENDCG
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}
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}
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}
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