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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- Shader "Custom/LitSprite"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _LightStrength ("Light Strength", Float) = 1
- _Color ("Tint", Color) = (1,1,1,1)
- _LightPos ("LightPos", Vector) = (0,0,0,0)
- [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
- [MaterialToggle] _Pixelated ("Pixelated", Float) = 1
- }
- 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 vert
- #pragma fragment frag
- #pragma target 2.0
- #pragma multi_compile _ PIXELSNAP_ON
- #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 uv : TEXCOORD1;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 worldSpacePosition : float4;
- float2 uv : TEXCOORD1;
- };
- fixed4 _Color;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- #ifdef PIXELSNAP_ON
- OUT.vertex = UnityPixelSnap (OUT.vertex);
- #endif
- OUT.worldSpacePosition = mul(unity_ObjectToWorld, OUT.vertex);
- OUT.uv = IN.uv;
- return OUT;
- }
- sampler2D _MainTex;
- sampler2D _AlphaTex;
- float _LightStrength;
- Vector _LightPos;
- float _Pixelated;
- fixed4 SampleSpriteTexture (v2f IN)
- {
- float2 uv = IN.texcoord;
- float4 worldPos= IN.worldSpacePosition;
- //x and y are light position.
- float aS = worldPos.x-_LightPos.x;
- float bS = worldPos.y-_LightPos.y;
- if(_Pixelated == 1) {
- float pixelWidth = 1.0f / _LightPos.z;
- float pixelHeight = 1.0f / _LightPos.w;
- }
- fixed4 color = tex2D (_MainTex, uv);
- #if ETC1_EXTERNAL_ALPHA
- // get the color from an external texture (usecase: Alpha support for ETC1 on android)
- color.a = tex2D (_AlphaTex, uv).r;
- #endif //ETC1_EXTERNAL_ALPHA
- float dist = sqrt((aS * aS) + (bS * bS));
- //light strength.
- float percentClose = 1-(dist/_LightStrength);
- if(color.r + color.g + color.b > 0) {
- color.r = lerp(0, color.r, percentClose);
- color.g = lerp(0, color.g, percentClose);
- color.b = lerp(0, color.b, percentClose);
- }
- return color;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- fixed4 c = SampleSpriteTexture (IN) * IN.color;
- c.rgb *= c.a;
- return c;
- }
- ENDCG
- }
- }
- }
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