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PlumberUltimateAds/Assets/2DxFX/ExtraShaders/Shader/Outline.shader

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//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/Outline"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Outline_Size_1("_Outline_Size_1", Range(1, 16)) = 1
_Outline_Color_1("_Outline_Color_1", COLOR) = (1,1,1,1)
_Outline_HDR_1("_Outline_HDR_1", Range(0, 2)) = 1
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float _SpriteFade;
float _Outline_Size_1;
float4 _Outline_Color_1;
float _Outline_HDR_1;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float4 OutLine(float2 uv,sampler2D source, float value, float4 color, float HDR)
{
value*=0.01;
float4 mainColor = tex2D(source, uv + float2(-value, value))
+ tex2D(source, uv + float2(value, -value))
+ tex2D(source, uv + float2(value, value))
+ tex2D(source, uv - float2(value, value));
color *= HDR;
mainColor.rgb = color;
float4 addcolor = tex2D(source, uv);
if (mainColor.a > 0.40) { mainColor = color; }
if (addcolor.a > 0.40) { mainColor = addcolor; mainColor.a = addcolor.a; }
return mainColor;
}
float4 frag (v2f i) : COLOR
{
float4 _Outline_1 = OutLine(i.texcoord,_MainTex,_Outline_Size_1,_Outline_Color_1,_Outline_HDR_1);
float4 FinalResult = _Outline_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}