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- Shader "Custom/Sprite Outline" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Color ("Color", Color) = (1, 1, 1, 1)
- }
- SubShader {
- Tags {"Queue"="Transparent" "RenderType"="Transparent"}
- Cull Off
- Blend One OneMinusSrcAlpha
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- struct v2f {
- float4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- };
- v2f vert(appdata_base v) {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.uv = v.texcoord;
- return o;
- }
- fixed4 _Color;
- float4 _MainTex_TexelSize;
- fixed4 frag(v2f i) : COLOR
- {
- half4 c = tex2D(_MainTex, i.uv);
- c.rgb *= c.a;
- half4 outlineC = _Color;
- outlineC.a *= ceil(c.a);
- outlineC.rgb *= outlineC.a;
- fixed alpha_up = tex2D(_MainTex, i.uv + fixed2(0, _MainTex_TexelSize.y)).a;
- fixed alpha_down = tex2D(_MainTex, i.uv - fixed2(0, _MainTex_TexelSize.y)).a;
- fixed alpha_right = tex2D(_MainTex, i.uv + fixed2(_MainTex_TexelSize.x, 0)).a;
- fixed alpha_left = tex2D(_MainTex, i.uv - fixed2(_MainTex_TexelSize.x, 0)).a;
- return lerp(outlineC, c, ceil(alpha_up * alpha_down * alpha_right * alpha_left));
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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