Commit 28d169be authored by KenzyAshour2's avatar KenzyAshour2

imported true shadow

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_Scroll ("Scroll", Vector) = (0, 1, 0, 0)
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CGPROGRAM
#include "../../../Resources/Shaders/TrueShadow.cginc"
#pragma vertex vert
#pragma fragment frag_custom
#define mod(x, y) (x - y * floor(x / y))
// Cellular noise ("Worley noise") in 3D in GLSL.
// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.
// This code is released under the conditions of the MIT license.
// See LICENSE file for details.
// Permutation polynomial: (34x^2 + x) mod 289
half4 permute(half4 x)
{
return mod((34.0 * x + 1.0) * x, 289.0);
}
half3 permute(half3 x)
{
return mod((34.0 * x + 1.0) * x, 289.0);
}
// Cellular noise, returning F1 and F2 in a half2.
// Speeded up by using 2x2x2 search window instead of 3x3x3,
// at the expense of some pattern artifacts.
// F2 is often wrong and has sharp discontinuities.
// If you need a good F2, use the slower 3x3x3 version.
half2 cellular2x2x2(half3 P)
{
#define K 0.142857142857 // 1/7
#define Ko 0.428571428571 // 1/2-K/2
#define K2 0.020408163265306 // 1/(7*7)
#define Kz 0.166666666667 // 1/6
#define Kzo 0.416666666667 // 1/2-1/6*2
#define jitter 0.8 // smaller jitter gives less errors in F2
half3 Pi = mod(floor(P), 289.0);
half3 Pf = frac(P);
half4 Pfx = Pf.x + half4(0.0, -1.0, 0.0, -1.0);
half4 Pfy = Pf.y + half4(0.0, 0.0, -1.0, -1.0);
half4 p = permute(Pi.x + half4(0.0, 1.0, 0.0, 1.0));
p = permute(p + Pi.y + half4(0.0, 0.0, 1.0, 1.0));
half4 p1 = permute(p + Pi.z); // z+0
half4 p2 = permute(p + Pi.z + 1.0); // z+1
half4 ox1 = frac(p1 * K) - Ko;
half4 oy1 = mod(floor(p1 * K), 7.0) * K - Ko;
half4 oz1 = floor(p1 * K2) * Kz - Kzo; // p1 < 289 guaranteed
half4 ox2 = frac(p2 * K) - Ko;
half4 oy2 = mod(floor(p2 * K), 7.0) * K - Ko;
half4 oz2 = floor(p2 * K2) * Kz - Kzo;
half4 dx1 = Pfx + jitter * ox1;
half4 dy1 = Pfy + jitter * oy1;
half4 dz1 = Pf.z + jitter * oz1;
half4 dx2 = Pfx + jitter * ox2;
half4 dy2 = Pfy + jitter * oy2;
half4 dz2 = Pf.z - 1.0 + jitter * oz2;
half4 d1 = dx1 * dx1 + dy1 * dy1 + dz1 * dz1; // z+0
half4 d2 = dx2 * dx2 + dy2 * dy2 + dz2 * dz2; // z+1
// Sort out the two smallest distances (F1, F2)
#if 1
// Cheat and sort out only F1
d1 = min(d1, d2);
d1.xy = min(d1.xy, d1.wz);
d1.x = min(d1.x, d1.y);
return sqrt(d1.xx);
#else
// Do it right and sort out both F1 and F2
half4 d = min(d1,d2); // F1 is now in d
d2 = max(d1,d2); // Make sure we keep all candidates for F2
d.xy = (d.x < d.y) ? d.xy : d.yx; // Swap smallest to d.x
d.xz = (d.x < d.z) ? d.xz : d.zx;
d.xw = (d.x < d.w) ? d.xw : d.wx; // F1 is now in d.x
d.yzw = min(d.yzw, d2.yzw); // F2 now not in d2.yzw
d.y = min(d.y, d.z); // nor in d.z
d.y = min(d.y, d.w); // nor in d.w
d.y = min(d.y, d2.x); // F2 is now in d.y
return sqrt(d.xy); // F1 and F2
#endif
}
half _Scale;
half _Bubbling;
half2 _Scroll;
fixed4 frag_custom(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
half2 resInvariantUV = IN.vertex.xy / ((_ScreenParams.x + _ScreenParams.y) / 2);
half2 cell = cellular2x2x2(half3(resInvariantUV * _Scale + _Scroll * _Time.y, _Time.y * _Bubbling));
half a2 = smoothstep(.2, .0, color.a);
half n = smoothstep(0.5, 0.3, cell.x + a2);
color.rgb = color.rgb / max(color.a, 1e-9) * IN.color.rgb * n;
color.a = IN.color.a * n;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
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CGPROGRAM
#include "../../../Resources/Shaders/TrueShadow.cginc"
#pragma vertex vert
#pragma fragment frag_custom
/// Adapted from https://thebookofshaders.com/examples/?chapter=08
float random(float x)
{
return frac(sin(x) * 43758.5453);
}
float random(float2 p)
{
float3 p3 = frac(float3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.x + p3.y) * p3.z);
}
float rchar(float2 outer, float2 inner)
{
float grid = 5.;
float2 margin = float2(.2, .05);
float seed = 23.184;
float2 borders = step(margin, inner) * step(margin, 1. - inner);
return step(.5, random(outer * seed + floor(inner * grid))) * borders.x * borders.y;
}
float _Columns;
float _Speed;
float code(float2 st)
{
float2 ipos = floor(st * _Columns);
ipos += float2(.0, floor(_Time.y * _Speed * random(ipos.x)));
float2 fpos = frac(st * _Columns);
float2 center = .5 - fpos;
float pct = random(ipos);
float glow = (1. - dot(center, center) * 3.) * 2.0;
return rchar(ipos, fpos) * pct * glow;
}
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{
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float2 resInvariantUV = IN.vertex.xy / ((_ScreenParams.x + _ScreenParams.y) / 2);
color.rgb += lerp(float3(0,0,0), _Text_Color.rgb * _Text_Color.a, code(resInvariantUV)) * color.a;
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ENDCG
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CGPROGRAM
#include "../../../Resources/Shaders/TrueShadow.cginc"
#pragma vertex vert
#pragma fragment frag_custom
half hash(half3 p)
{
p = frac(p * 1031.);
p += dot(p, p.zyx + 31.32);
return frac((p.x + p.y) * p.z);
}
float _Amount;
half grain(half2 p)
{
half noise = hash(half3(p, _Time.y));
return lerp(-.5, .5, noise) * _Amount;
}
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{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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color += grain(resInvariantUV) * color.a;
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#include "../../../Resources/Shaders/TrueShadow.cginc"
#pragma vertex vert
#pragma fragment frag_custom
inline half2 rot2d(half2 dir, half angle)
{
half s, c;
sincos(angle, s, c);
return half2(c * dir.x - s * dir.y,
s * dir.x + c * dir.y);
}
half _Angle;
half _StripeCount;
half _Speed;
half stripe(half2 p)
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p = rot2d(p, radians(_Angle));
half stripe = frac(p.y * _StripeCount / 2);
return stripe < .7 ? smoothstep(stripe, stripe + .05, .5) : 1. - smoothstep(stripe, stripe + .05, .95);
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half4 _ColorB;
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This font does not come with a formal license. I contacted Daniel by email regarding the usage rights and he stated:
"This font have a free commercial use. Saludos"
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