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Question by WirealTalha · Apr 03, 2019 at 04:09 AM · unity 5shader2d gamelight

Glowing light [HELP] :'(

Hi. i am just creating a 2d light bar(or you can say a rod of light) in unity. i have no idea how to do it. I have actually used light shader script to get the bar to glow. is there any other way to do it other than that?

the light bar must glow inside the bar. the background can be white or light colours. How to make it glow in that case? (the light bar will be moving up and down)

Any help will be highly appreciated. thankyou

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Answer by dan_wipf · Apr 03, 2019 at 05:52 AM

i find this asset on github quite usefull for 2d sprite glowing, maybe it helps you aswell!


Sprite Glow Github Link



or try this with sprites


  Shader "Sprites/ShinyDefault"
  {
      Properties
      {
          [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
          _Color("Tint", Color) = (1,1,1,1)
          _ShineLocation("ShineLocation", Range(0,1)) = 0
          _ShineWidth("ShineWidth", Range(0,1)) = 0
          [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
      }
  
          SubShader
      {
          Tags
      {
          "Queue" = "Transparent"
          "IgnoreProjector" = "True"
          "RenderType" = "Transparent"
          "PreviewType" = "Plane"
          "CanUseSpriteAtlas" = "True"
      }
  
          Cull Off
          Lighting Off
          ZWrite Off
          Blend One OneMinusSrcAlpha
  
          Pass
      {
          CGPROGRAM
  #pragma vertex vert
  #pragma fragment frag
  #pragma multi_compile _ PIXELSNAP_ON
  #include "UnityCG.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;
      };
  
      fixed4 _Color;
  
      v2f vert(appdata_t IN)
      {
          v2f OUT;
          OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
          OUT.texcoord = IN.texcoord;
          OUT.color = IN.color * _Color;
  #ifdef PIXELSNAP_ON
          OUT.vertex = UnityPixelSnap(OUT.vertex);
  #endif
  
          return OUT;
      }
  
      sampler2D _MainTex;
      sampler2D _AlphaTex;
      float _AlphaSplitEnabled;
      float _ShineLocation;
      float _ShineWidth;
  
      fixed4 SampleSpriteTexture(float2 uv)
      {
          fixed4 color = tex2D(_MainTex, uv);
  
  #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
          if (_AlphaSplitEnabled)
              color.a = tex2D(_AlphaTex, uv).r;
  #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
  
          
      
          
          float lowLevel = _ShineLocation - _ShineWidth;
          float highLevel = _ShineLocation + _ShineWidth;
          float currentDistanceProjection = (uv.x + uv.y) / 2;
          if (currentDistanceProjection > lowLevel && currentDistanceProjection < highLevel) {
              float whitePower = 1- (abs(currentDistanceProjection - _ShineLocation ) / _ShineWidth);
              color.rgb +=  color.a * whitePower;
          }
          
          return color;
      }
  
      fixed4 frag(v2f IN) : SV_Target
      {
          fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
          c.rgb *= c.a;
  
      return c;
      }
          ENDCG
      }
      }
  }
  

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avatar image WirealTalha · Apr 03, 2019 at 11:36 AM 0
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wouldnt there be performance issue(more memory consumption) if we turn the hdr on?

There will be a large overhead on my simple 2d game, dont you think?

avatar image dan_wipf WirealTalha · Apr 03, 2019 at 12:04 PM 0
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edited my answer

avatar image WirealTalha dan_wipf · Apr 07, 2019 at 01:47 PM 0
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Hi again. thankyou so much. But can you explain please what this actually is?

im new to this shader stuff. so i should just put this in shader script and attach it to the sprite?

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