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December 19, 2018 18:55
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,218 @@ // original source: https://github.com/wlgys8/Sprites-Outline Shader "Sprites/Outline (Marching Ants)" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 // Add values to determine if outlining is enabled and outline color. [PerRendererData] _OutlineSize ("Outline", Float) = 0 [PerRendererData] _OutlineColor("Outline Color", Color) = (1,1,1,1) } CGINCLUDE #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert_outline(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; } sampler2D _MainTex; sampler2D _AlphaTex; float4 _MainTex_TexelSize; //magic var float _OutlineSize; //outline size fixed4 _OutlineColor; // outlie color fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); return color; } ENDCG SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha //outline down Pass { Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #pragma shader_feature ETC1_EXTERNAL_ALPHA v2f vert(appdata_t IN) { return vert_outline(IN); } fixed4 frag(v2f IN) : SV_Target { fixed4 texColor = SampleSpriteTexture (IN.texcoord + fixed2(0,_MainTex_TexelSize.y*_OutlineSize)) * IN.color; fixed4 c = _OutlineColor * texColor.a; int w = ((int)(IN.texcoord.x * 100 + IN.texcoord.y * 100 + _Time.y * 5) & 1); return c*w; } ENDCG } //outline up Pass { Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #pragma shader_feature ETC1_EXTERNAL_ALPHA v2f vert(appdata_t IN) { return vert_outline(IN); } fixed4 frag(v2f IN) : SV_Target { fixed4 texColor = SampleSpriteTexture (IN.texcoord + fixed2(0,- _MainTex_TexelSize.y* _OutlineSize)) * IN.color; fixed4 c = _OutlineColor * texColor.a; int w = ((int)(IN.texcoord.x * 100 + IN.texcoord.y * 100 + _Time.y * 5) & 1); return c*w; } ENDCG } //outline left Pass { Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #pragma shader_feature ETC1_EXTERNAL_ALPHA v2f vert(appdata_t IN) { return vert_outline(IN); } fixed4 frag(v2f IN) : SV_Target { fixed4 texColor = SampleSpriteTexture (IN.texcoord + fixed2(_MainTex_TexelSize.x* _OutlineSize,0)) * IN.color; fixed4 c = _OutlineColor * texColor.a; int w = ((int)(IN.texcoord.x * 100 + IN.texcoord.y * 100 + _Time.y * 5) & 1); return c * w; } ENDCG } //outline right Pass { Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #pragma shader_feature ETC1_EXTERNAL_ALPHA v2f vert(appdata_t IN) { return vert_outline(IN); } fixed4 frag(v2f IN) : SV_Target { fixed4 texColor = SampleSpriteTexture (IN.texcoord + fixed2(-_MainTex_TexelSize.x* _OutlineSize,0)) * IN.color; fixed4 c = _OutlineColor * texColor.a; int w = ((int)(IN.texcoord.x * 100 + IN.texcoord.y * 100 + _Time.y * 5) & 1); return c * w; } ENDCG } // Pass { Offset 0, 0 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #pragma shader_feature ETC1_EXTERNAL_ALPHA 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 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }