added gradient mapping shader (#763)
put in a grayscale texture and a gradient, get out a cool picture
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Assets/Shaders/GradientMap.shader
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94
Assets/Shaders/GradientMap.shader
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Shader "Sprites/GradientMap"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_GradientMap ("Color Map", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="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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Blend SrcAlpha OneMinusSrcAlpha
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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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#pragma multi_compile _ PIXELSNAP_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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fixed4 _Color;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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sampler2D _GradientMap;
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float _AlphaSplitEnabled;
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fixed4 SampleSpriteTexture (float2 uv)
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{
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fixed4 color = tex2D (_MainTex, uv);
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#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
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if (_AlphaSplitEnabled)
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color.a = tex2D (_AlphaTex, uv).r;
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#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
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return color;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 input = SampleSpriteTexture (IN.texcoord);
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float grayscale = (input.r + input.g + input.b) / 3;
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fixed4 c = tex2D (_GradientMap, grayscale);
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c *= _Color;
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c.a *= input.a;
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return c;
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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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10
Assets/Shaders/GradientMap.shader.meta
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Assets/Shaders/GradientMap.shader.meta
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fileFormatVersion: 2
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guid: 8024c6ce5677cd84e8efbea718c0cb71
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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