// 描边特效
/**
求出像素点周围点的透明度,只要有一个像素点a通道是0则为边缘位置
**/
Shader "Study/10-OutLineShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_OutlineColor("Outline Color",Color) = (1,1,1,1)
_Outline("Outline width",Range(0,2)) = 0.1
}
SubShader
{
Tags{
"Queue" = "Transparent"
}
Cull Off ZWrite Off ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
// 内置的 - 纹理像素大小
float4 _MainTex_TexelSize;
float3 _OutlineColor;
float _Outline;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// 求出当前点 上下左右 的uv
float2 uv_up = i.uv + _MainTex_TexelSize.xy*float2(0,1)* _Outline;
float2 uv_down = i.uv + _MainTex_TexelSize.xy*float2(0,-1)* _Outline;
float2 uv_left = i.uv + _MainTex_TexelSize.xy*float2(-1,0)* _Outline;
float2 uv_right = i.uv + _MainTex_TexelSize.xy*float2(1,0)* _Outline;
float w = tex2D(_MainTex,uv_up).a
*tex2D(_MainTex,uv_down).a
*tex2D(_MainTex,uv_left).a
*tex2D(_MainTex,uv_right).a;
col.rgb = lerp(_OutlineColor,col.rgb,w);
return col;
}
ENDCG
}
}
}
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