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2025-05-18 22:39:39 +03:00
commit 042ede7228
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Shader "Outline/Blur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
//https://github.com/mattdesl/lwjgl-basics/blob/master/test/mdesl/test/shadertut/ShaderLesson5.java
SubShader
{
Cull Off ZWrite Off ZTest Always
// Combined
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 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
half4 _MainTex_ST;
uniform float _BlurResolution;
uniform float _BlurRadius;
uniform float _BlurDirectionX;
uniform float _BlurDirectionY;
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.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//_BlurRadius = 2.5f;
//our original texcoord for this fragment
fixed2 tc = UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST);
//float r = lerp(_BlurResolution.y, _BlurResolution.x, step(_BlurDirection.x, 1.0f));
//the amount to blur, i.e. how far off center to sample from
//1.0 -> blur by one pixel
//2.0 -> blur by two pixels, etc.
float blur = _BlurRadius/_BlurResolution;
//the _BlurDirectionection of our blur
//(1.0, 0.0) -> x-axis blur
//(0.0, 1.0) -> y-axis blur
float hstep = _BlurDirectionX;
float vstep = _BlurDirectionY;
//apply blurring, using a 9-tap filter with predefined gaussian weights
fixed4 sum = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0540540541;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.1216216216;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.1945945946;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x, tc.y)) * 0.2270270270;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.1945945946;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.1216216216;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
return sum;
}
ENDCG
}
}
}

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ShaderImporter:
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defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
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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
}
}
}

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Shader "Outline/DepthOnly"
{
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
ColorMask 0
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(0.0, 0.0, 0.0, 0.0);
}
ENDCG
}
}
}

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Shader "Outline/SolidUnlit"
{
SubShader
{
Tags { "RenderType" = "TransparentCutout" }
ZWrite Off
ZTest LEqual
Lighting Off
// Set up alpha blending
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 projPos : TEXCOORD0;
float2 convertedNormal : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
//o.viewNormal = COMPUTE_VIEW_NORMAL;
// work out camera position to vert position
float3 normalDir = UnityObjectToWorldNormal(v.normal);
float3 viewDir = normalize(WorldSpaceViewDir(v.vertex));
float3 upDir = float3(0.0, 1.0, 0.0);
float3 rightDir = normalize(cross(viewDir, upDir));
upDir = cross(rightDir, viewDir);
o.convertedNormal.x = dot(rightDir, normalDir);
o.convertedNormal.y = dot(upDir, normalDir);
return o;
}
float4 _Color;
float _Alpha;
fixed4 frag(v2f i) : COLOR0
{
fixed4 output = _Color;
output.a = output.a * _Alpha;
clip((output.a - 0));
return output;
}
ENDCG
}
}
}

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