PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/Assets/SkinningModule/SpriteOutline.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "com.unity3d.animation/SpriteOutline"
{
Properties
{
_MainTex("Sprite Texture", 2D) = "white" {}
_OutlineSize("Outline Size", Float) = 1
_OutlineColor("Outline Color", Color) = (1,0,1,1)
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
float _Outline;
fixed4 _OutlineColor;
uniform float4 _MainTex_ST;
uniform float4x4 unity_GUIClipTextureMatrix;
uniform bool _AdjustLinearForGamma;
sampler2D _GUIClipTexture;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
OUT.color = IN.color;
float3 eyePos = UnityObjectToViewPos(IN.vertex);
OUT.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float4 _MainTex_TexelSize;
fixed _OutlineSize;
fixed4 _ObjectSize;
fixed4 frag(v2f i) : SV_Target
{
if (tex2D(_GUIClipTexture, i.clipUV).a == 0)
discard;
float width = _OutlineSize*_MainTex_TexelSize.x;
float height = _OutlineSize*_MainTex_TexelSize.y;
float2 texPos = i.texcoord + float2(-width, -height);
half a1 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
texPos = i.texcoord + float2(0, -height);
half a2 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
texPos = i.texcoord + float2(+width, -height);
half a3 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
texPos = i.texcoord + float2(-width, 0);
half a4 =texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
texPos = i.texcoord + float2(+width, 0);
half a6 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
texPos = i.texcoord + float2(-width, +height);
half a7 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
texPos = i.texcoord + float2(0, +height);
half a8 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
texPos = i.texcoord + float2(+width, +height);
half a9 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
half gx = -a1 - a2 - a3 + a7 + a8 + a9;
half gy = -a1 - a4 - a7 + a3 + a6 + a9;
half w = sqrt(gx * gx + gy * gy) * 1.25;
float4 c = _OutlineColor;
if (w >= 1)
{
if (_AdjustLinearForGamma)
c.rgb = LinearToGammaSpace(c.rgb);
}
else
discard;
return c;
}
ENDCG
}
}
}