Shader "UsayaLib/Obsolete/Custom" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} Power ("Power", Float) = 0.5 [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [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 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex SpriteVert #pragma fragment SpriteFrag #pragma target 2.0 #pragma multi_compile_instancing #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" #ifdef UNITY_INSTANCING_ENABLED UNITY_INSTANCING_BUFFER_START(PerDrawSprite) // SpriteRenderer.Color while Non-Batched/Instanced. UNITY_DEFINE_INSTANCED_PROP(fixed4, unity_SpriteRendererColorArray) // this could be smaller but that's how bit each entry is regardless of type UNITY_DEFINE_INSTANCED_PROP(fixed2, unity_SpriteFlipArray) UNITY_INSTANCING_BUFFER_END(PerDrawSprite) #define _RendererColor UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteRendererColorArray) #define _Flip UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteFlipArray) #endif // instancing CBUFFER_START(UnityPerDrawSprite) #ifndef UNITY_INSTANCING_ENABLED fixed4 _RendererColor; fixed2 _Flip; #endif float _EnableExternalAlpha; CBUFFER_END float Power; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; inline float4 UnityFlipSprite(in float3 pos, in fixed2 flip){ return float4(pos.xy * flip, pos.z, 1.0); } v2f SpriteVert(appdata_t IN){ v2f OUT; UNITY_SETUP_INSTANCE_ID (IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.vertex = UnityFlipSprite(IN.vertex, _Flip); OUT.vertex = UnityObjectToClipPos(OUT.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _RendererColor; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; fixed4 SampleSpriteTexture(float2 uv){ fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA fixed4 alpha = tex2D (_AlphaTex, uv); color.a = lerp (color.a, alpha.r, _EnableExternalAlpha); #endif return color; } fixed4 SpriteFrag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; if(Power > 0.5){ c.rgb = c.rgb + (fixed3(1,1,1) - c.rgb) * ((Power - 0.5) * 2); }else{ c.rgb = c.rgb * (Power * 2); } c.rgb *= c.a; return c; } ENDCG } } }