9b16a8d5a9
* new sprites not done * more sprites more anim chanegs * almost done * INSANE * sheet done * its done * re-implement improved squat sprite * remove many unused assets allow games to be hidden in the editor * start animations of backup dancers * finish backup dancer animations * add effects to backup dancers' tree * add dancers to the prefab * import new sprites * backup dancers fully functional * game camera now updates in LateUpdate() * touched some anims * oops * oops 2 * add audience applause fix the mapped cellanim shaders --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
126 lines
3.8 KiB
Plaintext
126 lines
3.8 KiB
Plaintext
Shader "Sprites/CellAnime_Mapped"
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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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_Color ("Tint", Color) = (1,1,1,1)
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_ColorAlpha ("Red Colourmap", Color) = (1,1,1,1)
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_ColorBravo ("Green Colourmap", Color) = (1,1,1,1)
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_ColorDelta ("Blue Colourmap", Color) = (1,1,1,1)
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_AddColor ("Screen", Color) = (0,0,0,0)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", 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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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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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 [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _ColorAlpha;
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fixed4 _ColorBravo;
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fixed4 _ColorDelta;
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fixed4 _AddColor;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = v.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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OUT.color = v.color; // don't multiply by colour here since it messes with RGB mapping, we do it later in the frag stage instead
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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half4 mappedColor = _ColorAlpha * color.r + _ColorBravo * color.g + _ColorDelta * color.b;
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half a = color.a;
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fixed4 screen = 1.0 - (1.0 - _AddColor.rgba) * (1.0 - mappedColor.rgba);
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color = screen * _Color.rgba;
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color.a = a;
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color * _Color;
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}
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ENDCG
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}
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}
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} |