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Renderer Color & free sprite dimensions
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now you can use it with any size of sprite.
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OZadok committed Sep 16, 2019
1 parent d8224e7 commit 6dedaaf
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Showing 51 changed files with 219 additions and 75 deletions.
10 changes: 8 additions & 2 deletions John Lim's Blend Modes/Add.shader
Original file line number Diff line number Diff line change
Expand Up @@ -57,12 +57,15 @@ Shader "Blendmodes/Add"
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 bguv : TEXCOORD1;
};

sampler2D _MainTex;
Expand All @@ -78,15 +81,18 @@ Shader "Blendmodes/Add"
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.bguv = ComputeGrabScreenPos(o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 mainColor = tex2D(_BackgroundTexture, i.uv);
fixed4 blendColor = tex2D(_MainTex, i.uv);
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
blendColor.xyz += _Tint1.xyz * _Tint1.a;


// perform blend
mainColor.xyz = Add(mainColor.xyz, blendColor.xyz);
mainColor.xyz += _Tint2.xyz * _Tint2.a;
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2 changes: 1 addition & 1 deletion John Lim's Blend Modes/Add.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

2 changes: 1 addition & 1 deletion John Lim's Blend Modes/CGIncludes.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

10 changes: 8 additions & 2 deletions John Lim's Blend Modes/Color.shader
Original file line number Diff line number Diff line change
Expand Up @@ -57,12 +57,15 @@ Shader "Blendmodes/Color"
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 bguv : TEXCOORD1;
};

sampler2D _MainTex;
Expand All @@ -78,15 +81,18 @@ Shader "Blendmodes/Color"
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.bguv = ComputeGrabScreenPos(o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 mainColor = tex2D(_BackgroundTexture, i.uv);
fixed4 blendColor = tex2D(_MainTex, i.uv);
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
blendColor.xyz += _Tint1.xyz * _Tint1.a;


// perform blend
mainColor.xyz = Color(mainColor.xyz, blendColor.xyz);
mainColor.xyz += _Tint2.xyz * _Tint2.a;
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2 changes: 1 addition & 1 deletion John Lim's Blend Modes/Color.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

10 changes: 8 additions & 2 deletions John Lim's Blend Modes/ColorBurn.shader
Original file line number Diff line number Diff line change
Expand Up @@ -57,12 +57,15 @@ Shader "Blendmodes/ColorBurn"
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 bguv : TEXCOORD1;
};

sampler2D _MainTex;
Expand All @@ -78,15 +81,18 @@ Shader "Blendmodes/ColorBurn"
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.bguv = ComputeGrabScreenPos(o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 mainColor = tex2D(_BackgroundTexture, i.uv);
fixed4 blendColor = tex2D(_MainTex, i.uv);
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
blendColor.xyz += _Tint1.xyz * _Tint1.a;


// perform blend
mainColor.xyz = ColorBurn(mainColor.xyz, blendColor.xyz);
mainColor.xyz += _Tint2.xyz * _Tint2.a;
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2 changes: 1 addition & 1 deletion John Lim's Blend Modes/ColorBurn.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

10 changes: 8 additions & 2 deletions John Lim's Blend Modes/ColorDodge.shader
Original file line number Diff line number Diff line change
Expand Up @@ -57,12 +57,15 @@ Shader "Blendmodes/ColorDodge"
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 bguv : TEXCOORD1;
};

sampler2D _MainTex;
Expand All @@ -78,15 +81,18 @@ Shader "Blendmodes/ColorDodge"
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.bguv = ComputeGrabScreenPos(o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 mainColor = tex2D(_BackgroundTexture, i.uv);
fixed4 blendColor = tex2D(_MainTex, i.uv);
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
blendColor.xyz += _Tint1.xyz * _Tint1.a;


// perform blend
mainColor.xyz = ColorDodge(mainColor.xyz, blendColor.xyz);
mainColor.xyz += _Tint2.xyz * _Tint2.a;
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2 changes: 1 addition & 1 deletion John Lim's Blend Modes/ColorDodge.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

10 changes: 8 additions & 2 deletions John Lim's Blend Modes/DarkerColor.shader
Original file line number Diff line number Diff line change
Expand Up @@ -57,12 +57,15 @@ Shader "Blendmodes/DarkerColor"
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 bguv : TEXCOORD1;
};

sampler2D _MainTex;
Expand All @@ -78,15 +81,18 @@ Shader "Blendmodes/DarkerColor"
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.bguv = ComputeGrabScreenPos(o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 mainColor = tex2D(_BackgroundTexture, i.uv);
fixed4 blendColor = tex2D(_MainTex, i.uv);
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
blendColor.xyz += _Tint1.xyz * _Tint1.a;


// perform blend
mainColor.xyz = DarkerColor(mainColor.xyz, blendColor.xyz);
mainColor.xyz += _Tint2.xyz * _Tint2.a;
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2 changes: 1 addition & 1 deletion John Lim's Blend Modes/DarkerColor.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

10 changes: 8 additions & 2 deletions John Lim's Blend Modes/Difference.shader
Original file line number Diff line number Diff line change
Expand Up @@ -57,12 +57,15 @@ Shader "Blendmodes/Difference"
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 bguv : TEXCOORD1;
};

sampler2D _MainTex;
Expand All @@ -78,15 +81,18 @@ Shader "Blendmodes/Difference"
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.bguv = ComputeGrabScreenPos(o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 mainColor = tex2D(_BackgroundTexture, i.uv);
fixed4 blendColor = tex2D(_MainTex, i.uv);
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
blendColor.xyz += _Tint1.xyz * _Tint1.a;


// perform blend
mainColor.xyz = Difference(mainColor.xyz, blendColor.xyz);
mainColor.xyz += _Tint2.xyz * _Tint2.a;
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2 changes: 1 addition & 1 deletion John Lim's Blend Modes/Difference.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

10 changes: 8 additions & 2 deletions John Lim's Blend Modes/Divide.shader
Original file line number Diff line number Diff line change
Expand Up @@ -57,12 +57,15 @@ Shader "Blendmodes/Divide"
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 bguv : TEXCOORD1;
};

sampler2D _MainTex;
Expand All @@ -78,15 +81,18 @@ Shader "Blendmodes/Divide"
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.bguv = ComputeGrabScreenPos(o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 mainColor = tex2D(_BackgroundTexture, i.uv);
fixed4 blendColor = tex2D(_MainTex, i.uv);
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
blendColor.xyz += _Tint1.xyz * _Tint1.a;


// perform blend
mainColor.xyz = Divide(mainColor.xyz, blendColor.xyz);
mainColor.xyz += _Tint2.xyz * _Tint2.a;
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2 changes: 1 addition & 1 deletion John Lim's Blend Modes/Divide.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

10 changes: 8 additions & 2 deletions John Lim's Blend Modes/Exclusion.shader
Original file line number Diff line number Diff line change
Expand Up @@ -57,12 +57,15 @@ Shader "Blendmodes/Exclusion"
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 bguv : TEXCOORD1;
};

sampler2D _MainTex;
Expand All @@ -78,15 +81,18 @@ Shader "Blendmodes/Exclusion"
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.bguv = ComputeGrabScreenPos(o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 mainColor = tex2D(_BackgroundTexture, i.uv);
fixed4 blendColor = tex2D(_MainTex, i.uv);
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
blendColor.xyz += _Tint1.xyz * _Tint1.a;


// perform blend
mainColor.xyz = Exclusion(mainColor.xyz, blendColor.xyz);
mainColor.xyz += _Tint2.xyz * _Tint2.a;
Expand Down
2 changes: 1 addition & 1 deletion John Lim's Blend Modes/Exclusion.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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