First Commit
This commit is contained in:
106
Assets/Scripts/RenderPasses/Outline/Shaders/Compose.shader
Normal file
106
Assets/Scripts/RenderPasses/Outline/Shaders/Compose.shader
Normal file
@@ -0,0 +1,106 @@
|
||||
Shader "Outline/Compose"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Texture", any) = "white" {}
|
||||
_EdgeTex ("Edge Texture", 2D) = "white" {}
|
||||
}
|
||||
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;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
float2 _MainTex_TexelSize;
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_DefaultDrawObjects);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_BlurTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_TempTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_EdgeTex);
|
||||
|
||||
uniform float EdgeValue;
|
||||
|
||||
uniform float OffsetRedX;
|
||||
uniform float OffsetGreenX;
|
||||
uniform float OffsetBlueX;
|
||||
uniform float OffsetRedY;
|
||||
uniform float OffsetGreenY;
|
||||
uniform float OffsetBlueY;
|
||||
|
||||
uniform float Brightness;
|
||||
uniform float Contrast;
|
||||
|
||||
uniform float GlobalAlpha;
|
||||
|
||||
half4 _MainTex_ST;
|
||||
half4 _EdgeTex_ST;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv0 = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.uv1 = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
if (_MainTex_TexelSize.y < 0)
|
||||
o.uv1.y = 1 - o.uv1.y;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
EdgeValue = 1.0f;
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
//
|
||||
// Sample the world RT (render so far without our outline objects)
|
||||
//
|
||||
fixed4 world = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,
|
||||
UnityStereoScreenSpaceUVAdjust(i.uv0, _MainTex_ST));
|
||||
//
|
||||
// Sample our outline texture
|
||||
//
|
||||
fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BlurTex,
|
||||
UnityStereoScreenSpaceUVAdjust(i.uv1, _MainTex_ST));
|
||||
//
|
||||
// Sample the solid render of the game object to be outlined
|
||||
//
|
||||
fixed4 gameObject = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DefaultDrawObjects,
|
||||
UnityStereoScreenSpaceUVAdjust(i.uv1, _MainTex_ST));
|
||||
|
||||
world.xyz = world + EdgeValue * (outline * (1.0 - gameObject.a));
|
||||
return world;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user