//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