1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 | | Shader "Unlit/ScannerShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _MaskTex("MaskTex", 2D) = "white" {} _EdgeOnly ("Edge Only", Float) = 1.0 _EdgeColor ("Edgge Color", Color) = (0,0,0,1) _BackgroundColor ("Background Color",Color) = (1,1,1,0) _Thickness ("Thickness",Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } cull off LOD 100 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; };
sampler2D _MainTex; float4 _MainTex_ST;
v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG }
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float2 maskuv : TEXCOORD0; float2 uv[9] : TEXCOORD1; float4 vertex : SV_POSITION; };
sampler2D _MainTex; sampler2D _MaskTex; float4 _MainTex_TexelSize; fixed _EdgeOnly; fixed4 _EdgeColor; fixed4 _BackgroundColor; fixed _Thickness; fixed luminance(fixed4 color) { return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b; }
half Sobel(v2f i) { const half Gx[9] = {-1,-2,-1,0,0,0,1,2,1}; const half Gy[9] = { -1,0,1,-2,0,2,-1,0,1 };
half texColor; half edgeX = 0; half edgeY = 0; for (int it = 0; it < 9; it++) { texColor = luminance(tex2D(_MainTex, i.uv[it])); edgeX += texColor * Gx[it]; edgeY += texColor * Gy[it]; }
half edge = 1 - abs(edgeX) - abs(edgeY); return edge; }
v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex);
half2 uv = v.uv; o.maskuv = v.uv + frac(fixed2(0,-0.7 * _Time.y));
o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1) * _Thickness; o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1)* _Thickness; o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1)* _Thickness; o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0)* _Thickness; o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0)* _Thickness; o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 0)* _Thickness; o.uv[6] = uv + _MainTex_TexelSize.xy * half2(-1, 1)* _Thickness; o.uv[7] = uv + _MainTex_TexelSize.xy * half2(0, 1)* _Thickness; o.uv[8] = uv + _MainTex_TexelSize.xy * half2(1, 1)* _Thickness;
//o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { half edge = Sobel(i); fixed4 maskColor = tex2D(_MaskTex, i.maskuv);
fixed4 withEdgeColor = lerp(_EdgeColor,tex2D(_MainTex, i.uv[4]),edge); fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
fixed4 col = lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly); return fixed4(col.rgb,col.a * (1.0 - maskColor.r)); } ENDCG } } } |