MIF_E31222569/Assets/ToothyV/Scripts/SpriteOutline.shader

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