100 lines
2.3 KiB
HLSL
100 lines
2.3 KiB
HLSL
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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#ifndef UNITY_SPRITES_INCLUDED
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#define UNITY_SPRITES_INCLUDED
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#include "UnityCG.cginc"
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#ifdef UNITY_INSTANCING_ENABLED
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UNITY_INSTANCING_BUFFER_START(PerDrawSprite)
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// SpriteRenderer.Color while Non-Batched/Instanced.
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UNITY_DEFINE_INSTANCED_PROP(fixed4, unity_SpriteRendererColorArray)
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// this could be smaller but that's how bit each entry is regardless of type
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UNITY_DEFINE_INSTANCED_PROP(fixed2, unity_SpriteFlipArray)
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UNITY_INSTANCING_BUFFER_END(PerDrawSprite)
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#define _RendererColor UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteRendererColorArray)
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#define _Flip UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteFlipArray)
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#endif // instancing
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CBUFFER_START(UnityPerDrawSprite)
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#ifndef UNITY_INSTANCING_ENABLED
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fixed4 _RendererColor;
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fixed2 _Flip;
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#endif
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float _EnableExternalAlpha;
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CBUFFER_END
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// Material Color.
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fixed4 _Color;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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inline float4 UnityFlipSprite(in float3 pos, in fixed2 flip)
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{
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return float4(pos.xy * flip, pos.z, 1.0);
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}
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v2f SpriteVert(appdata_t IN)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID (IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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CURVEDWORLD_TRANSFORM_VERTEX(IN.vertex)
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OUT.vertex = UnityFlipSprite(IN.vertex, _Flip);
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OUT.vertex = UnityObjectToClipPos(OUT.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color * _RendererColor;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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fixed4 SampleSpriteTexture (float2 uv)
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{
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fixed4 color = tex2D (_MainTex, uv);
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#if ETC1_EXTERNAL_ALPHA
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fixed4 alpha = tex2D (_AlphaTex, uv);
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color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
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#endif
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return color;
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}
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fixed4 SpriteFrag(v2f IN) : SV_Target
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{
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fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
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c.rgb *= c.a;
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return c;
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}
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#endif // UNITY_SPRITES_INCLUDED
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