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@sdelrue sdelrue/FGlowShader.cs forked from jpsarda/FGlowShader.cs
Last active Jun 4, 2017

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public class FGlowShader : FShader
{
private float _glowAmount;
private Color _glowColor;
public FGlowShader(float glowAmount,Color glowColor) : base("GlowShader", Shader.Find("Futile/Glow"))
{
_glowAmount = glowAmount;
_glowColor = glowColor;
needsApply = true;
}
override public void Apply(Material mat)
{
mat.SetFloat("_GlowAmount",_glowAmount);
mat.SetColor("_GlowColor",_glowColor);
}
public float glowAmount
{
get {return _glowAmount;}
set {if(_glowAmount != value) {_glowAmount = value; needsApply = true;}}
}
public Color glowColor
{
get {return _glowColor;}
set {if(_glowColor != value) {_glowColor = value; needsApply = true;}}
}
}
Shader "Futile/Glow"
{
Properties
{
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
_GlowColor ("Glow Color", Color) = (1,1,0,0)
_GlowAmount ("Glow Amount", Range(0,02)) = 0.005
}
Category
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque"}
ZWrite Off
//Alphatest Greater 0
Blend SrcAlpha OneMinusSrcAlpha
Fog { Color(0,0,0,0) }
Lighting Off
Cull Off //we can turn backface culling off because we know nothing will be facing backwards
BindChannels
{
Bind "Vertex", vertex
Bind "texcoord", texcoord
Bind "Color", color
}
SubShader
{
Pass
{
//SetTexture [_MainTex]
//{
// Combine texture * primary
//}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma profileoption NumTemps=64
float4 _Color;
float4 _GlowColor;
sampler2D _MainTex;
float _GlowAmount;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
half4 frag (v2f i) : COLOR
{
//half4 texcol = tex2D (_MainTex, i.uv);
//return texcol * _Color;
half4 texcol = tex2D(_MainTex, float2(i.uv.x, i.uv.y));
if ( texcol.a<0.5 ) {
texcol = half4(0.0, 0.0, 0.0, 0.0);
float remaining=1.0f;
float coef=1.0;
float fI=0;
for (int j = 0; j < 2; j++) {
fI++;
coef*=0.32;
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y - fI * _GlowAmount)) * coef;
texcol += tex2D(_MainTex, float2(i.uv.x - fI * _GlowAmount, i.uv.y)) * coef;
texcol += tex2D(_MainTex, float2(i.uv.x + fI * _GlowAmount, i.uv.y)) * coef;
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y + fI * _GlowAmount)) * coef;
remaining-=4*coef;
}
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y)) * remaining;
//texcol.r+=1;
//texcol +=_GlowColor;
texcol+=_GlowColor;
}
//texcol.r=1;
return texcol;
}
ENDCG
}
}
}
}
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sdelrue commented Jun 25, 2015

fixed for Unity 5

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