BloodAndGore/Assets/Shaders/GeneralSpriteShader.shader

104 lines
3.4 KiB
GLSL

Shader "Custom/GeneralSpriteShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Intensity ("Intensity", Float) = 1
_LightTexture ("Light Texture", 2D) = "white" {}
_LightCount ("Light Count", Int) = 0
_AmbientLight ("Ambient Light Color", Color) = (0.0, 0.0, 0.0, 1.0)
}
SubShader
{
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "CanUseSpriteAtlas"="true" "PreviewType"="Plane" }
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 wp : TEXCOORD1;
};
sampler2D _MainTex;
fixed4 _Color;
float4 _MainTex_ST;
float _Intensity;
sampler2D _LightTexture;
int _LightCount;
float4 _LightLocations[500];
float _LightIntensities[500];
float _LightSizes[500];
fixed4 _LightColors[500];
fixed4 _AmbientLight;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color * _Color;
float4 worldpos = mul(unity_ObjectToWorld, v.vertex);
o.wp = float2(worldpos.x, worldpos.y);
return o;
}
fixed4 frag (v2f input) : SV_Target
{
fixed4 total_light_col = _AmbientLight;
[loop]
for (int i = 0; i < _LightCount; i++) {
float size = max(_LightSizes[i], 0.01);
float2 location = float2(_LightLocations[i].x, _LightLocations[i].y);
location = input.wp - location;
location = float2(location.x / size + 0.5, location.y / size + 0.5);
if (location.x < 0 || location.x > 1 || location.y < 0 || location.y > 1) {
continue;
}
fixed4 curr_light_col = tex2D(_LightTexture, location) * _LightIntensities[i];
curr_light_col = fixed4(curr_light_col.rgb * _LightColors[i].rgb * curr_light_col.a, 0);
total_light_col += pow(curr_light_col, 2);
}
total_light_col = sqrt(total_light_col);
fixed4 sprite_col = tex2D(_MainTex, input.uv);
sprite_col = sprite_col * input.color;
fixed4 col = sprite_col * total_light_col;
col = fixed4(col.rgb * col.a, sprite_col.a * _AmbientLight.a);
col.r = min(1, col.r + _Intensity);
col.g = min(1, col.g + _Intensity);
col.b = min(1, col.b + _Intensity);
col.rgb *= col.a;
return col;
}
ENDCG
}
}
}