You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
122 lines
1.9 KiB
122 lines
1.9 KiB
4 years ago
|
// 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
|
||
|
}
|
||
|
}
|
||
|
}
|