2D-Platformer/Assets/Plugins/Light2D/Resources/Shaders/LightOverlaySingleCamera.shader
2022-02-12 12:53:50 +02:00

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2.5 KiB
Text

// 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 Single Camera" {
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
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 _Offest;
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 + _Offest;
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
}
}
}