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87 lines (69 loc) · 2.39 KB
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SpriteOutlineShader.shader
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87 lines (69 loc) · 2.39 KB
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Shader "Unlit/SpriteOutlineShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[Header(Outline)]
[Space(10)]
[Toggle(OUTLINE_ENABLED)] _OutlineEnabled ("Enabled", Float) = 1
_OutlineColor ("Color", Color) = (1,1,1,1)
_OutlineWidth ("Width", Range(0.1,1) ) = 0.1
}
SubShader
{
Tags {
"Queue"="Transparent"
"RenderType"="Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature OUTLINE_ENABLED
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _OutlineColor;
float _OutlineWidth;
float remap(float value, float min1, float max1, float min2, float max2)
{
float perc = (value - min1) / (max1 - min1);
return (perc * (max2 - min2) + min2);
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float snappedWidth = remap(_OutlineWidth, 0.1, 1, 0.001, 0.003);
fixed4 mainColor = tex2D(_MainTex, i.uv);
#ifndef OUTLINE_ENABLED
return mainColor;
#endif
fixed4 outline = tex2D(_MainTex, float2(i.uv.x + snappedWidth, i.uv.y));
outline += tex2D(_MainTex, float2(i.uv.x, i.uv.y + + snappedWidth));
outline += tex2D(_MainTex, float2(i.uv.x - snappedWidth, i.uv.y));
outline += tex2D(_MainTex, float2(i.uv.x, i.uv.y- snappedWidth));
return step(0.001, outline.a) * _OutlineColor * (step(0.99, 1 - mainColor.a)) + mainColor;
}
ENDCG
}
}
}