Shader "Sprites/Border"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_LineColor ("Line Color", Color) = (1,1,1,1)
_OutLineWidth ("_OutLineWidth", float) = 0.01
_BlurPower("_BlurPower", float) = 3
[MaterialToggle] NeedPic ("Need Pic", Float) = 1
_BlurColorMix("_BlurColorMix", float) = 1
_StepX ("_StepX", float) = 1
_StepY ("_StepY", float) = 1
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ NEEDPIC_ON
#pragma shader_feature ETC1_EXTERNAL_ALPHA
#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;
fixed4 _LineColor;
half _OutLineWidth;
half _BlurPower;
half _BlurColorMix;
half _StepX;
half _StepY;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, 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;
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 //ETC1_EXTERNAL_ALPHA
half xLength = _StepX * _OutLineWidth;
half yLength = _StepY * _OutLineWidth;
half weight = 0.1;
half alpha = tex2D(_MainTex, uv + float2(xLength , 0)).a * weight;
alpha += tex2D(_MainTex, uv + float2(-xLength , 0)).a * weight;
alpha += tex2D(_MainTex, uv + float2( 0, yLength)).a * weight;
alpha += tex2D(_MainTex, uv + float2( 0, -yLength)).a * weight;
alpha += tex2D(_MainTex, uv + float2(xLength , yLength)).a * weight;
alpha += tex2D(_MainTex, uv + float2(xLength , -yLength)).a * weight;
alpha += tex2D(_MainTex, uv + float2(-xLength , yLength)).a * weight;
alpha += tex2D(_MainTex, uv + float2(-xLength , -yLength)).a * weight;
half4 outCol = _LineColor ;
outCol.a = max(0,(alpha - color.a));//外侵蚀
outCol.a *= _BlurPower;
fixed4 finalCol;
//finalCol.rgb = outCol.rgb * outCol.a;
//finalCol.a = outCol.a;
finalCol.rgb = outCol.rgb * min(1, outCol.a);
finalCol.a = min(1, outCol.a);
#ifdef NEEDPIC_ON
finalCol.rgb += color.rgb * step(outCol.a, 0);
finalCol.a += lerp( outCol.a, color.a, _BlurColorMix);
#endif
return finalCol;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}