Files
SampleRenderPasses/Assets/Shaders/Compose.shader
2025-05-18 22:39:39 +03:00

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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
}
}
}