HeavenStudio/Assets/Plugins/Starpelly/Shaders/Blend Modes/LinearBurn.shader
2021-12-18 23:10:43 -05:00

107 lines
3.1 KiB
GLSL

Shader "Blendmodes/LinearBurn"
{
Properties
{
[Header(Properties)]
_MainTex ("Blend Texture", 2D) = "white" {}
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
//blending
[Header(Blending)]
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
// required for UI.Mask
[Header(Stencil)]
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
LOD 100
Blend [_BlendSrc] [_BlendDst]
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
GrabPass
{
"_BackgroundTexture"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/PhotoshopBlendModes.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 bguv : TEXCOORD1;
};
sampler2D _MainTex;
fixed4 _MainTex_ST;
fixed4 _Tint1;
fixed4 _Tint2;
fixed _Alpha;
sampler2D _BackgroundTexture;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.bguv = ComputeGrabScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
blendColor.xyz += _Tint1.xyz * _Tint1.a;
// perform blend
mainColor.xyz = LinearBurn(mainColor.xyz, blendColor.xyz);
mainColor.xyz += _Tint2.xyz * _Tint2.a;
mainColor.a = blendColor.a * _Alpha;
return mainColor;
}
ENDCG
}
}
}