90 lines
2.4 KiB
Plaintext
90 lines
2.4 KiB
Plaintext
Shader "Custom/SpriteOutline" {
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Properties {
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineSize ("Outline Size", Float) = 1
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}
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SubShader {
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Tags {"Queue"="Transparent" "RenderType"="Transparent"}
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LOD 100
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Cull Off
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Lighting Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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Name "OUTLINE"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _OutlineColor;
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float _OutlineSize;
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v2f vert (appdata_t v) {
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v2f o;
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float4 pos = v.vertex;
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float2 offset = float2(_OutlineSize / _ScreenParams.x, _OutlineSize / _ScreenParams.y);
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pos.xy += offset;
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o.vertex = UnityObjectToClipPos(pos);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed4 col = tex2D(_MainTex, i.uv);
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if (col.a < 0.1) discard;
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return _OutlineColor;
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}
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ENDCG
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}
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Pass {
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Name "SPRITE"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed4 col = tex2D(_MainTex, i.uv);
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return col;
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}
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ENDCG
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}
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}
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}
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