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- Shader "Unlit/InnerSpriteOutline HLSL"
- {
- Properties
- {
- _Color("Tint", Color) = (0, 0, 0, 1)
- _MainTex("Texture", 2D) = "white" {}
- _OutlineColor("Outline Color", Color) = (1,1,1,1)
- }
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- }
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- ZTest Off
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- fixed4 color : COLOR;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float4 color : COLOR;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _MainTex_TexelSize;
- fixed4 _Color;
- fixed4 _OutlineColor;
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.color = v.color;
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- col *= _Color;
- col *= i.color;
- fixed leftPixel = tex2D(_MainTex, i.uv + float2(-_MainTex_TexelSize.x, 0)).a;
- fixed upPixel = tex2D(_MainTex, i.uv + float2(0, _MainTex_TexelSize.y)).a;
- fixed rightPixel = tex2D(_MainTex, i.uv + float2(_MainTex_TexelSize.x, 0)).a;
- fixed bottomPixel = tex2D(_MainTex, i.uv + float2(0, -_MainTex_TexelSize.y)).a;
- fixed outline = (1 - leftPixel * upPixel * rightPixel * bottomPixel) * col.a;
- return lerp(col, _OutlineColor, outline);
- }
- ENDCG
- }
- }
- }
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