This version is not the final version, but a beginning. We will update iteratively with different numbers and visual performance every month.

Through multiple combinations, you can get more and different visual feedback.

It’s cheap, get it, and get permanent free upgrades

URP: URP free update is coming soon

  1. Out of the box, it can be completed without complicated steps
  2. Optimize the performance of mobile devices
  3. Clean directory structure without any other content
  4. One-time purchase, free upgrades from time to time

The initial visual performance:

  1. HSV and HSV with Mask
  2. Change skin, support 4-channel skin color change
  3. Simple and fuzzy
  4. Advanced OutLine
    5.Bright: similar performance of false light
  5. Dissolve: Accurately control edges and transition values
    7.Circle Hole: disappear, appear
  6. Carving
    9.Streamer: similar flashing effect in any direction
    10.Out Glow
    11.Internal Glow: Glowing performance from the outside to the inside
    12.Decolorize
    13.Mosaic
    14.Old Photo Style
    15.Sketch: Similar visual performance like a pencil drawing
    16.Gradient
    17.Malfunction
    18.Reverse
    19.Chromatic Aberration
    20.Ramp Texture
    21.Distortion: a similar feeling of time-space distortion
  7. Hologram: simple hologram performance
  8. Swing: grass, flags, any objects that swing
    24.Horizontal UV Sine: Sine fluctuations in the horizontal direction
  9. Center UV Sine: Sine fluctuations from the middle to the outside
    26.Jitter: You can control the degree of jitter
  10. Alpha Clip: Left, Right, Top, Down

If you have any questions, please contact: appstools.net@outlook.com, our response time is within 24 hours.

how to use?

Super Sprite Shader is a shader that integrates a variety of sprite visual performance. We are constantly filling in more content.

There are no redundant documents and steps. You only need to assign shader: “AppsTools/SuperSpriteShader” to sprite. It’s so simple and doesn’t require any additional scripts. Just as you modify it too. You only need to modify the shader body. We distinguished each visual performance. We used a dividing line. You can clearly know how each visual manifestation is separated.

Next, we will introduce in detail how to use each specific visual performance, or the meaning of the parameters.

HSV

as the picture shows:

  • [Header(HSV)]//HSV color palette, can support you to adjust like photophop
  • [MaterialToggle(ISOPENHSVON)] ToggleISOPENHSV(“Is Open HSV ?”, Float) = 0 //Use this parameter to open and close HSV
  • _HsvH(“HSV Hue”, Range(0, 360)) = 180 //Hue value, representing the hue range
  • _HsvS(“HSV Saturation”, Range(0, 2)) = 1 //Saturation, the range of saturation can be adjusted
  • _HsvV(“HSV Value”, Range(0, 2)) = 1//code light and shade information, the bigger the whiter
  • [MaterialToggle(ISOPENHSVMASKON)]//Whether the mask is turned on, if it is turned on, only the area where the mask is white will be affected by HSV
  • ToggleISOPENHSVMASK(“Is Open HSV Mask ?”, Float) = 0 //Whether to open the mask
  • _HsvMaskTex(“HSV Mask Texture(A)”, 2D) = “white” {} //mask texture

Super Outline

as the picture shows:

  • _Brightness(“Outline Brightness”, Range(0,8)) = 3.2 //Outline brightness information
  • _Width(“Outline Width”, Range(0,0.05)) = 0.003//outline width information
  • _OutlineTex (“Outline Texture”, 2D) = “white” {}//You can add a texture to fill the outline
  • _SpeedX(“Scroll Speed X”, Range(-20,20)) = 0.003//support horizontal displacement
  • _SpeedY(“Scroll Speed Y”, Range(-20,20)) = 0.003//support vertical displacement
  • _OutlineColor(“OutlineColor”, Color) = (1,1,1,1)//outline color information
  • [MaterialToggle] JustOutline (“JustOutline”, Float) = 0//Whether to show only Outline, if checked, other information will be hidden
  • [MaterialToggle] TexturedOutline (“TexturedOutline”, Float) = 0 //Whether to enable texture filling Outline

Fast Blur

as the picture shows:


This is a simple and performance-saving fuzzy visual performance.

  • _BlurOffset(“Blur Offset”, Range(-0.0118, 0.0118)) = 0.005//Offset information of blurred pixels

Bright

Bright is a simple luminous visual performance, which can be achieved through a mask and color.

  • _BrightColor(“Bright Color”, Color) = (1,1,1,1) //Lighting color information
  • _BrightIntensity(“Bright Intensity”, Range(0,100)) = 5.2 //luminous intensity
  • [MaterialToggle(BRIGHTTEX_ON)]mask_Toggle_BRIGHTHAVETEX(“Bright Have Texture ?”, Float) = 0 //Whether the texture is turned on
  • _BrightTex(“Bright Texture”, 2D) = “white” {} //Lighting mask texture

Dissolve

as the picture shows:

  • _DissolveTex(“Dissolve Texture”, 2D) = “white” {} //Dissolve texture information
  • _DissolveAmount(“Dissolve Amount”, Range(-0.1,1)) = -0.11//dissolved size
  • _DissolveBurnWidth(“Dissolve Width”, Range(0,1)) = 0.03 //Dissolve width information
  • _DissolveBurnTransition(“Dissolve Burn Smooth Transition”, Range(0.01,0.5)) = 0.05 //Dissolve excessive value
  • _DissolveBurnColor(“Dissolve Burn Color”, Color) = (1,1,0,1)//Dissolve additional color solution excessive
  • _DissolveBurnTex(“Dissolve Burn Texture”, 2D) = “white” {} //Texture information of excessive interval coverage
  • _DissolveBurnGlow(“Dissolve Burn Glow”, Range(1,50)) = 3//The brightness of the transition area

Circle Hole

Circle Hole is a transition from hiding to showing.You can use it to show “appearing” or “hidden” visual performance.

  • _Center (“Center”, vector) = (0.5, 0.5, 0, 0) //Center position
  • _Radius (“Radius”, float) = 5.35 //Radius information
  • _Alpha(“Alpha”, float) = 1.0 //Transparency information
  • _Fade (“Fade Rate”, float) = 0.5 //Excessive information
  • _Interval (“Interval Time”, float) = 5 //consumption time

Emboss

  • _EmbossSize(“Emboss Size”, vector) = (300,300,0,0)//represents the size of the relief

Flash

  • _FlashColor(“Flash Color”, Color) = (1,1,1,1)//Flash color
  • _FlashAngle(“flash angle”, Range(0, 360)) = 75//flash angle information
  • _FlashWidth(“flash width”, Range(0, 1)) = 0.2//flash width
  • _FlashTime(“flash time”, Range(0, 100)) = 1//The time it takes to flash
  • _DelayTime(“delay time”, Range(0, 100)) = 0.2//delay time
  • _LoopInterval(“interval time”, Range(0, 100)) = 2//interval time

Out Glow

  • _Factor(“Out strength”, Range(0, 10)) = 1 //Intensity information
  • _SampleRange(“Out Sample Range”, Range(0, 10)) = 7//Sampling range
  • _SampleInterval(“Out Sample Interval”, vector) = (1,1,0,0)//sample interval
  • _TexSize(“Out Texture Size”, vector) = (256,256,0,0)//sample size
  • _OutGlowColor(“Out Glow Color”, Color) = (1,1,1,1)//color information

Inner Glow

  • _InnerFactor(“Inner Strength”, Range(0, 10)) = 1 //Strength information
  • _InnerSampleRange(“Inner Sample Range”, Range(0, 10)) = 7//Sampling range
  • _InnerSampleInterval(“Inner Sample Interval”, vector) = (1,1,0,0)//interval
  • _InnerTexSize(“Inner Texture Size”, vector) = (256,256,0,0)//sample size
  • _InnerOutGlowColor(“Inner Glow Color”, Color) = (1,1,1,1)//color information

Gray

  • _GrayAddColor(“Gray Add Color (RGB)”, Color) = (0,0,0,1)//You can set brightness and color information

Mosaic

  • _SquareWidth(“Square Width”, Range(1, 30)) = 8//Mosaic width
  • _MosaicSize(“Mosaic Size”, vector) = (256,256,0,0)//Mosaic size

Ancient
Simulate the feeling of old photos

Contains only one switch

Pencil

Pencil is a visual effect that simulates sketching

  • _PencilSize(“Pencil Size”, vector) = (256,256,0,0)//Pencil Size
  • _BlurPencilOffset(“Blur Offset”, Range(1, 10)) = 1//Blur offset information

Gradient

Gradient allows you to superimpose colors from top to bottom, left to right.

  • _GradWeights(“Gradient Weights”, Range(0,1)) = 1 //Control the weight of the overlay
  • _GradTLColor(“Top Left Color”, Color) = (1,1,0,1) //top left color information
  • _GradTRColor(“Top Right Color”, Color) = (1,0,1,1) //Top Right Color information
  • _GradBLColor(“Bottom Left Color”, Color) = (0,1,1,1) //Bottom Left Color information
  • _GradBRColor(“Bottom Right Color”, Color) = (1,0,1,1)//Bottom Right Color information
  • _GradStrength (“Strength”, Range(1, 3)) = 1//Strength information, used to control the overall strength

Change Color

Change Color can use the RGB channel of the mask texture to replace the color of different areas. It can simulate the color effect of changing colors and changing clothes.

  • _ColorChangeTex(“RGBA Color Mask Texture”, 2D) = “black” {}//Control color change mask texture information, RGBA is valid
  • _ColorChangeR(“Color Red Channel”, Color) = (1,1,1,1) //The color of the red channel that needs to be replaced
  • _ColorChangeRStrength(“Color Red Strength”, Range(-1,1)) = 0.5 //The intensity of the replacement color of the red channel
  • _ColorChangeG(“Color Green Channel”, Color) = (1,1,1,1) //The color of the green channel that needs to be replaced
  • _ColorChangeGStrength(“Color Green Strength”, Range(-1,1)) = 0.5 //The intensity of the replacement color of the green channel
  • _ColorChangeB(“Color Blue Channel”, Color) = (1,1,1,1) //The color of the blue channel that needs to be replaced
  • _ColorChangeBStrength(“Color Blue Strength”, Range(-1,1)) = 0.5//The intensity of the blue channel replacement color
  • _ColorChangeA(“Color Alpha Channel”, Color) = (1,1,1,1) //The color to be replaced by the blue channel
  • _ColorChangeAStrength(“Color Alpha Blue Strength”, Range(-1,1)) = 0.5//The intensity of the blue channel replacement color

malfunction

Malfunction simulates the visual performance of sci-fi time failure

  • _malfunctionAmount(“Glitch Amount”, Range(0, 20)) = 4 //Amount
  • _malfunctionize(“Glitch Size”, Range(0.25, 5)) = 2//size

Invert color
Invert color is the inversion of the current color

Chromatic Aberration

Chromatic Aberration is a visual performance that simulates chromatic aberration

  • _ChromaticAberrationAmount(“ChromAberr Amount”, Range(0, 1)) = 1//amount
  • _ChromaticAberrationAlpha(“ChromAberr Alpha”, Range(0, 1)) = 0.4//alpha

Ramp Texture

Ramp Texture can be attached to the current character with any excessive color. Make it produce analog diffuse reflection and similar visual performance.

  • _ColorRampTex(“Ramp Texture”, 2D) = “white” {}//gradient texture
  • ColorRampStrength(“Ramp Strength”, Range(-1,1)) = 0//Strength informationOutlineHaveColorRamp(“outline have ramp color ?”, float) = 0//Does it affect the outline?

Next are some changes in UV

By adjusting different parameters and offset values, different degrees of distortion, clipping, waves, sine waves, and central water waves can be achieved. Simple hologram, grass animation, jitter animation. You can try as much as you like.

Since we will continue to supplement visual performance in the follow-up, our document is only for reference how to use it. Subsequent updates are free upgrades. The document is not listed in detail yet. You can watch the specific visual performance through the demo.

Author:admin  Create time:2021-06-05 15:13
Last editor:admin  Update time:2021-06-05 15:40