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Copy pathApplyOutline.shader
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ApplyOutline.shader
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Shader "Unlit/ApplyOutline"
{
Properties
{
[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
_OutlineWidth ("OutlineWidth", Range(0, 1)) = 1
_OutlineColor ("OutlineColor", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _OutlineWidth;
float4 _OutlineColor;
sampler2D _SelectionBuffer;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//sample directions
#define DIV_SQRT_2 0.70710678118
float2 directions[8] = {float2(1, 0), float2(0, 1), float2(-1, 0), float2(0, -1),
float2(DIV_SQRT_2, DIV_SQRT_2), float2(-DIV_SQRT_2, DIV_SQRT_2),
float2(-DIV_SQRT_2, -DIV_SQRT_2), float2(DIV_SQRT_2, -DIV_SQRT_2)};
float aspect = _ScreenParams.x * (_ScreenParams.w - 1); //width times 1/height
float2 sampleDistance = float2(_OutlineWidth / aspect, _OutlineWidth);
//generate outline
float maxAlpha = 0;
for(uint index = 0; index<8; index++){
float2 sampleUV = i.uv + directions[index] * sampleDistance;
maxAlpha = max(maxAlpha, tex2D(_SelectionBuffer, sampleUV).a);
}
//remove core
float border = max(0, maxAlpha - tex2D(_SelectionBuffer, i.uv).a);
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
col = lerp(col, _OutlineColor, border);
return col;
}
ENDCG
}
}
}