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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Outline.shader

88 lines
2.0 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
/// http://unity3D.vetasoft.com/ //
//////////////////////////////////////////////
Shader "2DxFX/AL/Outline"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 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
[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
[HideInInspector]_DstBlend("_DstBlend", Float) = 0
[HideInInspector]_BlendOp("_BlendOp",Float) = 0
[HideInInspector]_Z("_Z", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite[_Z]
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
sampler2D _MainTex;
float _OutLineSpread;
float4 _Color;
float4 _ColorX;
struct Input
{
float2 uv_MainTex;
float4 color;
};
void vert(inout appdata_full v, out Input o)
{
v.vertex = UnityPixelSnap(v.vertex);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color * _Color;
}
void surf(Input IN, inout SurfaceOutput o)
{
float4 mainColor = (tex2D(_MainTex, IN.uv_MainTex + float2(-_OutLineSpread,_OutLineSpread))
+ tex2D(_MainTex, IN.uv_MainTex + float2(_OutLineSpread,-_OutLineSpread))
+ tex2D(_MainTex, IN.uv_MainTex + float2(_OutLineSpread,_OutLineSpread))
+ tex2D(_MainTex, IN.uv_MainTex - float2(_OutLineSpread,_OutLineSpread)));
mainColor.rgb = _ColorX.rgb;
float4 addcolor = tex2D(_MainTex, IN.uv_MainTex)*IN.color;
if (mainColor.a > 0.40) { mainColor = _ColorX; }
if (addcolor.a > 0.40) { mainColor = addcolor; mainColor.a = addcolor.a; }
float4 r = mainColor*IN.color.a;
o.Albedo = r.rgb * r.a;
o.Alpha = r.a;
clip(o.Alpha - 0.05);
}
ENDCG
}
Fallback "Transparent/VertexLit"
}