evershade/Assets/Art/FX/Particle/Outline.shader

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