2D图片描边,2D图片纯色填充,二合一Shader。支持UGUI UI Mask。
Shader "Sprites/SpriteOutline"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint Color", Color) = (1,1,1,1)
_TintColorFactor ("Tint Color Factor", Range(0, 1)) = 1
_FillColor ("Fill Color", Color) = (1,1,1,1)
_FillColorFactor ("Fill Color Factor", Range(0, 1)) = 0
_OutlineColor("Outline Color", Color) = (1,1,1,1)
_LineWidth("Outline Width", Float) = 0.39
_CheckRange("Check Range", Range(0, 1)) = 0
_CheckAccuracy("Check Accuracy", Range(0.1, 0.99)) = 0.9
[MaterialToggle] PixelSnap ("Pixel Snap", Float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ColorMask[_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _AlphaTex;
fixed4 _Color;
float _TintColorFactor;
fixed4 _FillColor;
float _FillColorFactor;
fixed4 _OutlineColor;
float _CheckRange;
float _LineWidth;
float _CheckAccuracy;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
color.a = tex2D(_AlphaTex, uv).r;
#endif
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
c.rgb *= c.a;
float isOut = step(abs(1 / _LineWidth), c.a);
if (isOut != 0)
{
fixed4 pixelUp = tex2D(_MainTex, IN.texcoord + fixed2(0, _MainTex_TexelSize.y * _CheckRange));
fixed4 pixelDown = tex2D(_MainTex, IN.texcoord - fixed2(0, _MainTex_TexelSize.y * _CheckRange));
fixed4 pixelRight = tex2D(_MainTex, IN.texcoord + fixed2(_MainTex_TexelSize.x * _CheckRange, 0));
fixed4 pixelLeft = tex2D(_MainTex, IN.texcoord - fixed2(_MainTex_TexelSize.x * _CheckRange, 0));
float bOut = step((1 - _CheckAccuracy), pixelUp.a * pixelDown.a * pixelRight.a * pixelLeft.a);
c = lerp(_OutlineColor, c * _TintColorFactor * (1 - _FillColorFactor) + _FillColor * _FillColorFactor, bOut);
return c;
}
else
{
return c;
}
}
ENDCG
}
}
}