Initial commit: Unity WordConnect project
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Shader "UI/GlowAura"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_GlowColor ("Glow Color", Color) = (1,1,1,1)
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_GlowSpeed ("Glow Speed", Float) = 1.0
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_GlowIntensity ("Glow Intensity", Range(0, 1)) = 0.5
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_GlowWidth ("Glow Width", Range(0, 0.1)) = 0.05
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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};
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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fixed4 _GlowColor;
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float _GlowSpeed;
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float _GlowIntensity;
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float _GlowWidth;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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return OUT;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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// Calculate distance from edge
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float2 uvDist = abs(IN.texcoord - 0.5) * 2;
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float maxDist = max(uvDist.x, uvDist.y);
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float edge = saturate((1 - maxDist) / _GlowWidth);
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// Calculate glow
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float glowFactor = sin(_Time.y * _GlowSpeed) * 0.5 + 0.5;
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fixed4 glowColor = _GlowColor * glowFactor * _GlowIntensity * edge;
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// Blend glow with original color
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color.rgb = lerp(glowColor.rgb, color.rgb, color.a);
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color.a = max(color.a, glowColor.a);
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return color;
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}
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ENDCG
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}
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}
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}
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