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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_Outline.shader

102 lines
2.2 KiB
Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
/// http://vetasoft.store/2dxfx/ //
//////////////////////////////////////////////
Shader "2DxFX/Standard/Outline"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_OutLineSpread ("Outline Spread", Range(0,0.01)) = 0.007
_Color ("Tint", Color) = (1,1,1,1)
_ColorX ("Tint", Color) = (1,1,1,1)
_Alpha ("Alpha", Range (0,1)) = 1.0
// required for UI.Mask
_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"}
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 _OutLineSpread;
float4 _Color;
float4 _ColorX;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float4 frag (v2f i) : COLOR
{
float4 mainColor = (tex2D(_MainTex, i.texcoord+float2(-_OutLineSpread,_OutLineSpread))
+ tex2D(_MainTex, i.texcoord+float2(_OutLineSpread,-_OutLineSpread))
+ tex2D(_MainTex, i.texcoord+float2(_OutLineSpread,_OutLineSpread))
+ tex2D(_MainTex, i.texcoord-float2(_OutLineSpread,_OutLineSpread)));
mainColor.rgb = _ColorX.rgb;
float4 addcolor = tex2D(_MainTex, i.texcoord)*i.color;
if (mainColor.a > 0.40) { mainColor = _ColorX; }
if (addcolor.a > 0.40) { mainColor = addcolor; mainColor.a = addcolor.a; }
return mainColor*i.color.a;
}
ENDCG
}
}
Fallback "Sprites/Default"
}