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 } } }