148 lines
3.9 KiB
Plaintext
148 lines
3.9 KiB
Plaintext
Shader "Sprites/Outline"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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[Header(Outline)]
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[MaterialToggle] JustOutline("JustOutline", Float) = 0
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[MaterialToggle] TexturedOutline("TexturedOutline", Float) = 0
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_Brightness("Outline Brightness", Range(0,8)) = 3.2
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_Width("Outline Width", Range(0,0.05)) = 0.003
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_OutlineTex("Outline Texture", 2D) = "white" {}
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_SpeedX("Scroll Speed X", Range(-20,20)) = 0.003
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_SpeedY("Scroll Speed Y", Range(-20,20)) = 0.003
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_OutlineColor("OutlineColor", Color) = (1,1,1,1)
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[Header(Overlay)]
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_OverlayTex("Overlay Texture", 2D) = "white" {}
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_OverlayScale("Overlay Scale", Range(0,0.5)) = 0.003
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_Intensity("Overlay Intensity", Range(0,4)) = 0.003
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_Tint("Overlay Tint", Color) = (1,1,1,1)
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// stencil for (UI) Masking
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_ColorMask("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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// stencil for (UI) Masking
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Stencil
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{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ JUSTOUTLINE_ON
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#pragma multi_compile _ TEXTUREDOUTLINE_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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};
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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UNITY_INITIALIZE_OUTPUT(v2f,OUT)
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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OUT.screenPos = ComputeScreenPos(IN.vertex);
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return OUT;
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}
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fixed4 _Color;
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fixed4 _OutlineColor;
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float4 _Tint;
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sampler2D _MainTex;
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sampler2D _OutlineTex, _OverlayTex;
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float _Brightness;
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float _Width;
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float _SpeedX, _SpeedY, _OverlayScale, _Intensity;
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fixed4 frag(v2f IN) : SV_Target
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{
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float4 screenPos = IN.screenPos / IN.screenPos.w;
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fixed4 c = tex2D(_MainTex, IN.texcoord) * _Color;
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fixed4 t = tex2D(_OutlineTex, float2(IN.texcoord.x + (_Time.x * _SpeedX), IN.texcoord.y + (_Time.x * _SpeedY))) * _Color;
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c.rgb *= c.a;
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// Move sprite in 4 directions according to width, we only care about the alpha
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float spriteLeft = tex2D(_MainTex, IN.texcoord + float2(_Width, 0)).a;
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float spriteRight = tex2D(_MainTex, IN.texcoord - float2(_Width, 0)).a;
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float spriteBottom = tex2D(_MainTex, IN.texcoord + float2(0 ,_Width)).a;
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float spriteTop = tex2D(_MainTex, IN.texcoord - float2(0 , _Width)).a;
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// then combine
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float result = (spriteRight + spriteLeft + spriteTop + spriteBottom);
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// delete original alpha to only leave outline
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result *= (1 - c.a);
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// add color and brightness
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float4 outlines = result * _OutlineColor * _Brightness;
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#ifdef TEXTUREDOUTLINE_ON
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outlines *= t;
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#endif
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#ifdef JUSTOUTLINE_ON
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// only show outlines
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c = outlines;
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#else
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// show outlines +sprite
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c.rgb = c.rgb + outlines;
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#endif
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float3 overlay = tex2D(_OverlayTex, float2(screenPos.x * _OverlayScale, screenPos.y * _OverlayScale));
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overlay *= _Tint;
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overlay *= c.a;
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c.rgb += (overlay * _Intensity);
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c *= IN.color.a;
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return c;
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}
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ENDCG
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}
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}
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} |