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@fanhexin
Created November 5, 2020 13:26
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Shader "Custom/Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[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
_LightTex ("Light Texture", 2D) = "white" {}
_Duration ("Duration", Float) = 5
_Speed ("Speed", Float) = 1
_Rotate ("Rotate", Float) = 45
}
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_local _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#ifndef UNITY_SPRITES_INCLUDED
#define UNITY_SPRITES_INCLUDED
#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
// Material Color.
fixed4 _Color;
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 * _Color * _RendererColor;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
sampler2D _LightTex;
float _Duration;
float _Speed;
float _Rotate;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
float r = radians(_Rotate);
float2x2 rotate = float2x2(
cos(r), sin(r),
-sin(r), cos(r)
);
float2 offset = float2(1 - fmod(_Time.y * _Speed, _Duration * _Speed) * (2 / cos(r)), 0);
offset = mul(rotate, offset);
float2 lightUv = uv + offset;
// 矩阵放在第一个参数要是行矩阵,乘的是列向量
rotate[0][1] = -rotate[0][1];
rotate[1][0] = -rotate[1][0];
lightUv = mul(rotate, lightUv);
fixed4 c = tex2D (_LightTex, lightUv);
color.xyz *= c.xyz;
#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;
c.rgb *= c.a;
return c;
}
#endif // UNITY_SPRITES_INCLUDED
ENDCG
}
}
}
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