92 lines
2.5 KiB
Text
92 lines
2.5 KiB
Text
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/*
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That shader is used to merge light sources, abmient light and game textures into one.
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*/
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Shader "Light2D/Light Overlay" {
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Properties {
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_GameTex ("Game", 2D) = "white" {}
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_AmbientLightTex ("Ambient Light", 2D) = "black" {}
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_LightSourcesTex ("Light Sources", 2D) = "black" {}
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_LightSourcesMul ("Light Sources Multiplier", Float) = 1
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_LightMul ("Resulting Light Multiplier", Float) = 2
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_AdditiveLightPow ("Bloom Pow. Zero to turn off bloom.", Float) = 10
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_AdditiveLightAdd ("Bloom Add", Float) = 0.2
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite Off
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//Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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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 DUMMY HDR
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#pragma multi_compile BLOOM_ON BLOOM_OFF
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoordGame : TEXCOORD0;
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half2 texcoordLight : TEXCOORD1;
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half2 texcoordAmbient : TEXCOORD2;
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _GameTex;
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uniform half4 _GameTex_TexelSize;
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uniform sampler2D _AmbientLightTex;
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uniform sampler2D _LightSourcesTex;
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uniform float2 _Scale;
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uniform float2 _Offset;
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uniform half _LightMul;
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uniform half _LightSourcesMul;
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uniform half _AdditiveLightPow;
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uniform half _AdditiveLightAdd;
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uniform float2 _ExtendedToSmallTextureScale;
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v2f vert (appdata_t 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.texcoordGame = v.texcoord;
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o.texcoordLight = (o.texcoordGame - 0.5)*_Scale + 0.5 + _Offset;
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o.texcoordAmbient = (o.texcoordLight - 0.5)*_ExtendedToSmallTextureScale + 0.5;
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#if UNITY_UV_STARTS_AT_TOP
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if (_GameTex_TexelSize.y < 0)
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o.texcoordGame = half2(o.texcoordGame.x, 1 - o.texcoordGame.y);
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#endif
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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half4 game = tex2D(_GameTex, i.texcoordGame);
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half4 ambientLight = tex2D(_AmbientLightTex, i.texcoordAmbient);
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half4 lightSources = tex2D(_LightSourcesTex, i.texcoordLight)*_LightSourcesMul;
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half4 light = ambientLight + lightSources;
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half3 bloom = (game.rgb + _AdditiveLightAdd)*pow(light.rgb, _AdditiveLightPow)*step(0.005, _AdditiveLightPow);
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return half4(game.rgb*light.rgb*_LightMul + bloom, game.a);
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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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