107 lines
3.3 KiB
Plaintext
107 lines
3.3 KiB
Plaintext
Shader "Outline/Compose"
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{
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Properties
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{
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_MainTex ("Texture", any) = "white" {}
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_EdgeTex ("Edge Texture", 2D) = "white" {}
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}
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float2 _MainTex_TexelSize;
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_DefaultDrawObjects);
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_BlurTex);
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_TempTex);
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_EdgeTex);
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uniform float EdgeValue;
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uniform float OffsetRedX;
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uniform float OffsetGreenX;
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uniform float OffsetBlueX;
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uniform float OffsetRedY;
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uniform float OffsetGreenY;
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uniform float OffsetBlueY;
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uniform float Brightness;
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uniform float Contrast;
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uniform float GlobalAlpha;
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half4 _MainTex_ST;
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half4 _EdgeTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv0 = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv1 = TRANSFORM_TEX(v.uv, _MainTex);
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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o.uv1.y = 1 - o.uv1.y;
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#endif
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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EdgeValue = 1.0f;
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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//
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// Sample the world RT (render so far without our outline objects)
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//
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fixed4 world = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,
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UnityStereoScreenSpaceUVAdjust(i.uv0, _MainTex_ST));
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//
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// Sample our outline texture
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//
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fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BlurTex,
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UnityStereoScreenSpaceUVAdjust(i.uv1, _MainTex_ST));
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//
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// Sample the solid render of the game object to be outlined
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//
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fixed4 gameObject = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DefaultDrawObjects,
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UnityStereoScreenSpaceUVAdjust(i.uv1, _MainTex_ST));
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world.xyz = world + EdgeValue * (outline * (1.0 - gameObject.a));
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return world;
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}
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ENDCG
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}
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}
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}
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