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ShaderTutorials/Assets/052_Object_Outline/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 | |
} | |
} | |
} |