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WordConnect/Assets/WordConnectGameToolkit/Materials/Shaders/GlowOverlay.shader

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