来宾饭店多角色沙盘推演
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/ScreenSpaceOutlineShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_BlurTex("BlurTexture", 2D) = "white" {}
_OutlineCol("OutlineColour", Color) = (0.0,0.0,1.0,1.0)
[Toggle] _Solid("Solid Outline", Float) = 0
_GradientStrengthModifier("Strength Modifier", Float) = 1.0
}
SubShader
{
Cull Off ZWrite Off ZTest Always
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;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
if (col.r == 1.0 && col.g == 0.0 && col.b == 1.0) {
//col = (1.0, 0.0, 0.0, 1.0);
}
else {
col.r = 0.0;
col.g = 0.0;
col.b = 1.0;
}
return col;
}
ENDCG
}
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;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
sampler2D _BlurTex;
float _Solid;
fixed4 _OutlineCol;
float _GradientStrengthModifier;
fixed4 frag(v2f i) : SV_Target
{
fixed4 col;
fixed4 blurCol = tex2D(_BlurTex, i.uv);
fixed4 unBlurCol = tex2D(_MainTex, i.uv);
col = _OutlineCol;
if (_Solid) {
if (blurCol.r == 1.0) {
col.a = 0.0;
}
}
else {
col.a *= 1.0 - blurCol.r;
}
col.a *= _GradientStrengthModifier;
if (unBlurCol.r == 0.0 && unBlurCol.g == 0.0 && unBlurCol.b == 1.0) {
col.a = 0.0;
}
return col;
}
ENDCG
}
}
}