71 lines
2.1 KiB
Plaintext
71 lines
2.1 KiB
Plaintext
Shader "Custom/Outline"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineThickness ("Outline Thickness", Range(0.0, 0.03)) = 0.01
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Overlay"
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 posWorld : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _OutlineColor;
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float _OutlineThickness;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float4 texCol = tex2D(_MainTex, i.uv);
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float2 pixelSize = fwidth(i.uv) * _OutlineThickness;
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float2 uvOffsets[8] = {
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float2(1, 0), float2(-1, 0),
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float2(0, 1), float2(0, -1),
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float2(1, 1), float2(-1, -1),
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float2(1, -1), float2(-1, 1)
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};
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float outline = 0.0;
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for (int j = 0; j < 8; j++)
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{
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outline += 1.0 - tex2D(_MainTex, i.uv + uvOffsets[j] * pixelSize).a;
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}
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outline = clamp(outline, 0.0, 1.0);
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float4 outlineColor = _OutlineColor * outline;
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return texCol + outlineColor * (1 - texCol.a);
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}
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ENDCG
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}
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}
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} |