You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
112 lines
2.6 KiB
Plaintext
112 lines
2.6 KiB
Plaintext
2 months ago
|
//////////////////////////////////////////////
|
||
|
/// 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"
|
||
|
}
|