HeavenStudio/Assets/Shaders/CellAnime_MappedInvert.shader
Rapandrasmus 3678dff0e5
See Saw (#423)
* Basic Set Up

* See Saw - Init, Rod Anims

* Got some basic code down

* Got the basics down

* The man won't jump now unless he is ready!

* High jumps added

* Fixed a bug

* See Saw - Base Animation Stuff

* See Saw - The Hard Animations fuck fuck fuc, fuck

* See saw more animations yeah

* im almost done

* home stretch baby

* See Saw - wait what do you mean i'm done

* Basic setup for curves

* Jump start curve is in

* smol figs

* OutOut curves

* They now how to get up now, may need tweaking

* InIn curves added

* Implemented more curves

* Added ground jumps

* Saw properly positions himself

* Fixed an issue with see not landing correctly out or in

* See reacts to you missing now

* High jumps + get up plays at the correct moment now

* Tweaks to high jumps

* particles and missing stuff

* anims

* new sheet and anim fixes

* oops

* bigger background

* Oops. Again

* more anim fixes sorry

* see saw tweaks and visual additions also added a way to scale particle systems to the tempo

* bg color change added

* Bops and choke added

* Fix

* lightning anim

* particle particle particle

* See saw - implemented lightning anim and fixed logic

* Gradient is now actually a gradient

* Implemented inverted colors on the see saw guys

* Recolorable See saw!

* Tiny tweak

* Some things that weren't recolorable are now recolorable

* Fixed a bug with the bg

* new sheet the end

* Barelies fixed

---------

Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-19 22:20:57 +00:00

133 lines
3.9 KiB
Plaintext

Shader "Sprites/CellAnime_MappedInvert"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_ColorAlpha ("Red Colourmap", Color) = (1,1,1,1)
_ColorBravo ("Green Colourmap", Color) = (1,1,1,1)
_ColorDelta ("Blue Colourmap", Color) = (1,1,1,1)
_AddColor ("Screen", Color) = (0,0,0,0)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
_Threshold ("Threshold", Range(0., 1.)) = 0
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _ColorAlpha;
fixed4 _ColorBravo;
fixed4 _ColorDelta;
fixed4 _AddColor;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _Threshold;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
half4 mappedColor = _ColorAlpha * color.r + _ColorBravo * color.g + _ColorDelta * color.b;
half a = color.a;
fixed4 screen = 1.0 - (1.0 - _AddColor.rgba) * (1.0 - mappedColor.rgba);
color = screen * _Color.rgba;
color.a = a;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.rgb = abs(_Threshold - color.rgb);
return color;
}
ENDCG
}
}
}