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