111 lines
2.7 KiB
Plaintext
111 lines
2.7 KiB
Plaintext
Shader "Custom/OutLineShader"
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{
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Properties
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{
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_MainTex("Base (RGB)", 2D) = "white" {}
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_OutlineColor("Outline Color", Color) = (.0, .0, .0, .0)
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_OutlineWidth("Outline Width", Range(0, 10)) = .0
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_MaskTex("Mask Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Overlay" }
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Pass
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{
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Name "OUTLINE"
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ZWrite Off
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ZTest Always
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Stencil
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{
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Ref 1
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Comp Always
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Pass Replace
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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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};
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struct v2f
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{
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float4 pos : POSITION;
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};
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float _OutlineWidth;
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float4 _OutlineColor;
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sampler2D _MaskTex;
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v2f vert(appdata v)
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{
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v2f o;
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float2 offset = float2(_OutlineWidth / _ScreenParams.x, _OutlineWidth / _ScreenParams.y);
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o.pos = UnityObjectToClipPos(v.vertex) + float4(offset, 0, 0) * v.vertex.w;
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return o;
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}
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half4 frag(v2f i) : COLOR
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{
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// Apply mask texture to control where the outline is visible
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float mask = tex2D(_MaskTex, i.pos.xy / i.pos.w).r;
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return _OutlineColor * mask;
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}
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ENDCG
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}
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Pass
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{
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Name "BASE"
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ZWrite Off
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ZTest Always
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Stencil
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{
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Ref 1
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Comp Equal
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Pass Keep
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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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};
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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v2f vert(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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half4 frag(v2f i) : COLOR
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{
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return tex2D(_MainTex, i.uv);
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}
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ENDCG
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}
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}
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} |