Initial Commit
This commit is contained in:
commit
ee5c2f922d
2255 changed files with 547750 additions and 0 deletions
92
Assets/Plugins/Light2D/Resources/Shaders/LightOverlay.shader
Normal file
92
Assets/Plugins/Light2D/Resources/Shaders/LightOverlay.shader
Normal file
|
|
@ -0,0 +1,92 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
/*
|
||||
|
||||
That shader is used to merge light sources, abmient light and game textures into one.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
Shader "Light2D/Light Overlay" {
|
||||
Properties {
|
||||
_GameTex ("Game", 2D) = "white" {}
|
||||
_AmbientLightTex ("Ambient Light", 2D) = "black" {}
|
||||
_LightSourcesTex ("Light Sources", 2D) = "black" {}
|
||||
_LightSourcesMul ("Light Sources Multiplier", Float) = 1
|
||||
_LightMul ("Resulting Light Multiplier", Float) = 2
|
||||
_AdditiveLightPow ("Bloom Pow. Zero to turn off bloom.", Float) = 10
|
||||
_AdditiveLightAdd ("Bloom Add", Float) = 0.2
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||
LOD 100
|
||||
|
||||
ZWrite Off
|
||||
//Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile DUMMY HDR
|
||||
#pragma multi_compile BLOOM_ON BLOOM_OFF
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
half2 texcoordGame : TEXCOORD0;
|
||||
half2 texcoordLight : TEXCOORD1;
|
||||
half2 texcoordAmbient : TEXCOORD2;
|
||||
};
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform sampler2D _GameTex;
|
||||
uniform half4 _GameTex_TexelSize;
|
||||
uniform sampler2D _AmbientLightTex;
|
||||
uniform sampler2D _LightSourcesTex;
|
||||
uniform float2 _Scale;
|
||||
uniform float2 _Offset;
|
||||
uniform half _LightMul;
|
||||
uniform half _LightSourcesMul;
|
||||
uniform half _AdditiveLightPow;
|
||||
uniform half _AdditiveLightAdd;
|
||||
uniform float2 _ExtendedToSmallTextureScale;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoordGame = v.texcoord;
|
||||
o.texcoordLight = (o.texcoordGame - 0.5)*_Scale + 0.5 + _Offset;
|
||||
o.texcoordAmbient = (o.texcoordLight - 0.5)*_ExtendedToSmallTextureScale + 0.5;
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
if (_GameTex_TexelSize.y < 0)
|
||||
o.texcoordGame = half2(o.texcoordGame.x, 1 - o.texcoordGame.y);
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : COLOR
|
||||
{
|
||||
half4 game = tex2D(_GameTex, i.texcoordGame);
|
||||
half4 ambientLight = tex2D(_AmbientLightTex, i.texcoordAmbient);
|
||||
half4 lightSources = tex2D(_LightSourcesTex, i.texcoordLight)*_LightSourcesMul;
|
||||
half4 light = ambientLight + lightSources;
|
||||
|
||||
half3 bloom = (game.rgb + _AdditiveLightAdd)*pow(light.rgb, _AdditiveLightPow)*step(0.005, _AdditiveLightPow);
|
||||
return half4(game.rgb*light.rgb*_LightMul + bloom, game.a);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue