-
Notifications
You must be signed in to change notification settings - Fork 0
/
SpritesOutlineColor.shader
122 lines (103 loc) · 2.58 KB
/
SpritesOutlineColor.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
/*
Sprites/OutlineColor
Copyright (c) 2019 ina-amagami (ina@amagamina.jp)
This software is released under the MIT License.
https://opensource.org/licenses/mit-license.php
*/
Shader "Sprites/OutlineColor"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_OutLineSpread ("Outline Spread", Range(0, 0.1)) = 0
_Smoothness ("Outline Smoothness", Range(0, 0.5)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
fixed4 _Color;
half _OutLineSpread;
fixed _Smoothness;
v2f vert(appdata IN)
{
fixed scale = 1 + _OutLineSpread * 2;
float2 tex = IN.texcoord * scale;
tex -= (scale - 1) / 2;
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = tex;
OUT.color = IN.color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
{
color.a = tex2D (_AlphaTex, uv).r;
}
#endif
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 base = SampleSpriteTexture(IN.texcoord);
base.rgb *= _Color.rgb;
fixed4 out_col = IN.color;
out_col.a = 1;
half2 line_w = half2(_OutLineSpread, 0);
fixed4 line_col = SampleSpriteTexture(IN.texcoord + line_w.xy)
+ SampleSpriteTexture(IN.texcoord - line_w.xy)
+ SampleSpriteTexture(IN.texcoord + line_w.yx)
+ SampleSpriteTexture(IN.texcoord - line_w.yx);
out_col.a *= line_col.a;
out_col = lerp(base, out_col, max(0, sign(_OutLineSpread)));
fixed4 main_col = base;
main_col = lerp(main_col, out_col, (1 - main_col.a));
main_col.a = IN.color.a * max(0, sign(main_col.a - _Smoothness));
return main_col;
}
ENDCG
}
}
}