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June 17, 2018 00:47
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Unity ShaderLab Retro Cutout Lighting Shaders
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Shader "RedBlueGames/Lighting/LightMapCutout" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_DarknessColor ("Darkness Color", Color) = (0,0,0.18,.24) | |
} | |
SubShader | |
{ | |
Tags {"Queue"="Transparent" "RenderType"="Transparent"} | |
ZWrite Off | |
Cull Off | |
Blend One OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
float4 _DarknessColor; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float4 color = _DarknessColor; | |
float4 textureColor = tex2D(_MainTex, i.uv); | |
color.a = 1 - textureColor.r; | |
color.rgb *= color.a; | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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Shader "RedBlueGames/Lighting/Max" { | |
Properties | |
{ | |
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) | |
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1) | |
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} | |
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0 | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
_Color ("Tint", Color) = (1,1,1,1) | |
_pixelsPerUnit("Pixels Per Unit", Float) = 1 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Transparent" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
Blend One OneMinusSrcAlpha | |
BlendOp Max | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment SpriteFrag | |
#pragma target 2.0 | |
#pragma multi_compile_instancing | |
#pragma multi_compile _ PIXELSNAP_ON | |
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA | |
#include "UnitySprites.cginc" | |
float _pixelsPerUnit; | |
float4 AlignToPixelGrid(float4 vertex) | |
{ | |
// Note in Unity 5.4 _Object2World should be unity_ObjectToWorld | |
float4 worldPos = mul(unity_ObjectToWorld, vertex); | |
worldPos.x = floor(worldPos.x * _pixelsPerUnit + 0.5) / _pixelsPerUnit; | |
worldPos.y = floor(worldPos.y * _pixelsPerUnit + 0.5) / _pixelsPerUnit; | |
return mul(unity_WorldToObject, worldPos); | |
} | |
v2f vert(appdata_t IN) | |
{ | |
#ifdef PIXELSNAP_ON | |
IN.vertex = AlignToPixelGrid(IN.vertex); | |
#endif | |
return SpriteVert(IN); | |
} | |
ENDCG | |
} | |
} | |
} |
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