73 lines
1.8 KiB
Plaintext
73 lines
1.8 KiB
Plaintext
Shader "TH1URPShaders/Glow" {
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Properties{
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_MainTex("Sprite Texture", 2D) = "white"{}
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_MainColor("Main Color", Color) = (1,1,1,1)
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_LtSoft("Light Soft", Range(0, 8)) = 1
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_LtExpand("Light Expand", float) = 1
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_LtOuterStrength("Outer Light Strength", Range(0, 10)) = 1
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_LtInnerStrength("Inner Light Strength", Range(0, 10)) = 1
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_LtColor("LtColor", Color) = (1,1,1,1)
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}
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SubShader{
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Tags {
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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"IgnoreProjector" = "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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ZTest Off
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Blend SrcAlpha OneMinusSrcAlpha
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pass {
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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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sampler2D _MainTex;
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int _LtSoft;
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float _LtExpand;
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float _LtOuterStrength;
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float _LtInnerStrength;
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float2 _MainTex_TexelSize;
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fixed4 _LtColor;
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fixed4 _MainColor;
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float4 _MainTex_ST;
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struct v2f {
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float4 vertex : POSITION;
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float2 uv: TEXCOORD;
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};
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v2f vert(appdata_base v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : COLOR {
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fixed alpha = 0;
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fixed4 raw_col = tex2D(_MainTex, i.uv)*_MainColor;
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for (int r1 = -_LtSoft; r1 <= _LtSoft; r1++) {
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for (int r2 = -_LtSoft; r2 <= _LtSoft; r2++) {
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alpha += tex2D(_MainTex, float2(_MainTex_TexelSize.x*r1, _MainTex_TexelSize.y*r2)*_LtExpand + i.uv).a;
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}
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}
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float rate = 1.0 / (2 * _LtSoft + 1);
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alpha *= rate * rate;
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fixed4 outLight = fixed4(_LtColor.rgb, alpha)*_LtOuterStrength;
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fixed4 inner = lerp(_LtColor, raw_col, pow(alpha, _LtInnerStrength));
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return lerp(outLight, inner, raw_col.a);
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}
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ENDCG
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}
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}
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} |