RiftMayhem/Assets/Scripts/UI/Minimap/SpritesOutline.shader

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