BITFALL/Assets/Plugins/_MK/MKGlow/Shaders/Inc/Sprite.hlsl

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2023-10-20 19:31:12 +08:00
//Based on unity builtin shader
#ifndef MK_GLOW_SPRITE
#define MK_GLOW_SPRITE
#ifdef _EMISSION_ONLY
#define EMISSION_ONLY
#endif
#include "../Inc/Common.hlsl"
#include "UnityCG.cginc"
#ifdef UNITY_INSTANCING_ENABLED
UNITY_INSTANCING_BUFFER_START(PerDrawSprite)
UNITY_DEFINE_INSTANCED_PROP(fixed4, unity_SpriteRendererColorArray)
UNITY_DEFINE_INSTANCED_PROP(fixed2, unity_SpriteFlipArray)
UNITY_INSTANCING_BUFFER_END(PerDrawSprite)
#define _RendererColor UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteRendererColorArray)
#define _Flip UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteFlipArray)
#endif
CBUFFER_START(UnityPerDrawSprite)
#ifndef UNITY_INSTANCING_ENABLED
fixed4 _RendererColor;
fixed2 _Flip;
#endif
float _EnableExternalAlpha;
CBUFFER_END
fixed4 _Color;
uniform fixed3 _EmissionColor;
uniform sampler2D _EmissionMap;
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;
UNITY_VERTEX_OUTPUT_STEREO
};
inline float4 UnityFlipSprite(in float3 pos, in fixed2 flip)
{
return float4(pos.xy * flip, pos.z, 1.0);
}
v2f SpriteVert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID (IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityFlipSprite(IN.vertex, _Flip);
OUT.vertex = UnityObjectToClipPos(OUT.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color * _RendererColor;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
fixed4 SampleSpriteTexture (sampler2D tex, float2 uv)
{
fixed4 color = tex2D (tex, uv);
#if ETC1_EXTERNAL_ALPHA
fixed4 alpha = tex2D (_AlphaTex, uv);
color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
#endif
return color;
}
fixed4 SpriteFrag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (_MainTex, IN.texcoord) * IN.color;
fixed4 g = SampleSpriteTexture (_EmissionMap, IN.texcoord);
c.rgb += g.rgb * _EmissionColor * g.a;
c.rgb *= c.a;
return c;
}
#ifdef EMISSION_ONLY
fixed4 SpriteNoMainFrag(v2f IN) : SV_Target
{
fixed4 g = SampleSpriteTexture (_EmissionMap, IN.texcoord);
g.a = SampleSpriteTexture (_MainTex, IN.texcoord).a * IN.color.a;
g.rgb *= _EmissionColor * g.a;
return g;
}
#endif
#endif