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LaboratoryProtection/Assets/Plugins/HighlightPlus/Resources/HighlightPlus/HighlightGlow.shader

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Shader "HighlightPlus/Geometry/Glow" {
Properties {
_MainTex ("Texture", Any) = "white" {}
_Glow ("Glow", Vector) = (1, 0.025, 0.75, 0.5)
_Glow2 ("Glow2", Vector) = (0.01, 1, 0.5, 0)
_GlowColor ("Glow Color", Color) = (1,1,1)
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_GlowDirection("GlowDir", Vector) = (1,1,0)
_Cull ("Cull Mode", Int) = 2
_ConstantWidth ("Constant Width", Float) = 1
_GlowZTest ("ZTest", Int) = 4
_GlowStencilOp ("Stencil Operation", Int) = 0
_GlowStencilComp ("Stencil Comp", Int) = 6
}
SubShader
{
Tags { "Queue"="Transparent+102" "RenderType"="Transparent" "DisableBatching"="True" }
// Glow passes
Pass
{
Stencil {
Ref 2
Comp [_GlowStencilComp]
Pass [_GlowStencilOp]
ReadMask 2
WriteMask 2
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull [_Cull]
ZTest [_GlowZTest]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "CustomVertexTransform.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
//float4 _Glow; // x = intensity, y = width, z = magic number 1, w = magic number 2
float3 _Glow2; // x = outline width, y = glow speed, z = dither on/off
float _ConstantWidth;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _GlowColor)
UNITY_DEFINE_INSTANCED_PROP(float4, _Glow)
UNITY_DEFINE_INSTANCED_PROP(float4, _GlowDirection)
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 glowDirection = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowDirection);
v.vertex.xyz += v.normal * glowDirection.z;
float4 pos = ComputeVertexPosition(v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(normalize(norm.xy));
offset += glowDirection.xy;
float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z), 2.0, UNITY_MATRIX_P[3][3]);
z = _ConstantWidth * (z - 2.0) + 2.0;
float outlineWidth = _Glow2.x;
float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
float animatedWidth = glow.y * (1.0 + 0.25 * sin(_Time.w * _Glow2.y));
offset *= z * (outlineWidth + animatedWidth);
pos.xy += offset;
o.pos = pos;
o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowColor);
o.color.a = glow.x;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 color = i.color;
float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
float2 screenPos = floor( i.pos.xy * glow.z ) * glow.w;
color.a *= saturate(_Glow2.z + frac(screenPos.x + screenPos.y));
return color;
}
ENDCG
}
}
}