Shader "HighlightPlus/Geometry/ComposeOutline" { Properties { _MainTex ("Texture", Any) = "black" {} _Color("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property" _Cull("Cull Mode", Int) = 2 _ZTest("ZTest Mode", Int) = 0 _Flip("Flip", Vector) = (0, 1, 0) _Debug("Debug Color", Color) = (0,0,0,0) _OutlineStencilComp("Stencil Comp", Int) = 6 _OutlineSharpness("Outline Sharpness", Float) = 1.0 } SubShader { Tags { "Queue" = "Transparent+120" "RenderType" = "Transparent" "DisableBatching" = "True" } Blend SrcAlpha OneMinusSrcAlpha // Compose effect on camera target (optimal quad blit) Pass { ZWrite Off ZTest Always // [_ZTest] Cull Off // [_Cull] Stencil { Ref 2 Comp [_OutlineStencilComp] Pass keep ReadMask 2 WriteMask 2 } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local _ HP_ALL_EDGES #pragma multi_compile_local _ HP_MASK_CUTOUT #include "UnityCG.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal); UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPSourceRT); float4 _HPSourceRT_TexelSize; fixed4 _Color; float3 _Flip; fixed4 _Debug; fixed _OutlineSharpness; #if HP_ALL_EDGES #define OUTLINE_SOURCE outline.g #else #define OUTLINE_SOURCE outline.r #endif struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos: SV_POSITION; float4 scrPos: TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.scrPos = ComputeScreenPos(o.pos); o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y; return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float2 uv = i.scrPos.xy/i.scrPos.w; fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal, uv); fixed4 color = _Color; color.a *= OUTLINE_SOURCE; #if HP_MASK_CUTOUT fixed4 maskN = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, 1) * _HPSourceRT_TexelSize.xy); fixed4 maskS = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, -1) * _HPSourceRT_TexelSize.xy); fixed4 maskW = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(-1, 0) * _HPSourceRT_TexelSize.xy); fixed4 maskE = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(1, 0) * _HPSourceRT_TexelSize.xy); color.a *= all(maskN.rgb==0) || all(maskS.rgb == 0) || all(maskW.rgb == 0) || all(maskE.rgb == 0); #endif color += _Debug; color.a = saturate(color.a); color.a = pow(color.a, _OutlineSharpness); return color; } ENDCG } // Compose effect on camera target (full-screen blit) Pass { ZWrite Off ZTest Always //[_ZTest] Cull Off // [_Cull] Stencil { Ref 2 Comp [_OutlineStencilComp] Pass keep ReadMask 2 WriteMask 2 } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local _ HP_ALL_EDGES #include "UnityCG.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); float4 _MainTex_ST; fixed4 _Color; float3 _Flip; fixed _OutlineSharpness; #if HP_ALL_EDGES #define OUTLINE_SOURCE outline.g #else #define OUTLINE_SOURCE outline.r #endif struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos: SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = UnityStereoScreenSpaceUVAdjust(v.uv, _MainTex_ST); o.uv.y = _Flip.x + o.uv.y * _Flip.y; return o; } fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv); fixed4 color = _Color; color.a *= OUTLINE_SOURCE; color = saturate(color); color.a = pow(color.a, _OutlineSharpness); return color; } ENDCG } } }