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Shader "Custom/NewSurfaceShader" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON //告诉Unity编译不同版本的Shader,这里和后面vert中的PIXELSNAP_ON对应 #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_TexelSize; fixed4 _Color; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); return color; }
fixed4 frag(v2f IN) : SV_Target { float _CheckRange = 1; float _CheckAccuracy = 0.5; fixed4 _OutlineColor = fixed4(1,1,1,1); float _LineWidth = 2; fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; c.rgb *= c.a; float isOut = step(abs(1/_LineWidth),c.a); if(isOut != 0) { fixed4 pixelUp = tex2D(_MainTex, IN.texcoord + fixed2(0, _MainTex_TexelSize.y*_CheckRange)); fixed4 pixelDown = tex2D(_MainTex, IN.texcoord - fixed2(0, _MainTex_TexelSize.y*_CheckRange)); fixed4 pixelRight = tex2D(_MainTex, IN.texcoord + fixed2(_MainTex_TexelSize.x*_CheckRange, 0)); fixed4 pixelLeft = tex2D(_MainTex, IN.texcoord - fixed2(_MainTex_TexelSize.x*_CheckRange, 0)); float bOut = step((1-_CheckAccuracy),pixelUp.a*pixelDown.a*pixelRight.a*pixelLeft.a); c = lerp(_OutlineColor,c,bOut); return c; } return c; } ENDCG } } }
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