Files
bansonic_beta_main/Assets/Shaders/BansonicSpriteOutline.shader
T

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12 KiB
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Shader "Bansonic/Sprite Outline"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[HideInInspector] _Color ("Tint", Color) = (1,1,1,1)
[HideInInspector] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _AlphaTex ("External Alpha", 2D) = "white" {}
[HideInInspector] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (1,1,1,1)
_OutlineThickness ("Outline Thickness", Range(0, 12)) = 1
_AlphaThreshold ("Alpha Threshold", Range(0, 1)) = 0.1
_OutlineOpacity ("Outline Opacity", Range(0, 1)) = 1
_InnerOutline ("Inner Outline Blend", Range(0, 1)) = 0
_SpriteAlpha ("Sprite Alpha", Range(0, 1)) = 1
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"CanUseSpriteAtlas" = "True"
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#pragma vertex SpriteVertex
#pragma fragment SpriteFragment
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile _ SKINNED_SPRITE
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_SKINNED_VERTEX_INPUTS
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_TexelSize;
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _OutlineColor;
half _OutlineThickness;
half _AlphaThreshold;
half _OutlineOpacity;
half _InnerOutline;
half _SpriteAlpha;
CBUFFER_END
Varyings SpriteVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
UNITY_SKINNED_VERTEX_COMPUTE(input);
SetUpSpriteInstanceProperties();
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
output.positionCS = TransformObjectToHClip(input.positionOS);
output.uv = input.uv;
output.color = input.color * _Color * unity_SpriteColor;
return output;
}
half SampleAlpha(float2 uv, half4 tint)
{
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * tint;
return tex.a;
}
half ComputeOuterMask(float2 uv, half4 tint)
{
float2 texel = _MainTex_TexelSize.xy * max(_OutlineThickness, 0.001h);
half center = SampleAlpha(uv, tint);
half maxNeighbor = 0h;
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 1.0, 0.0), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-1.0, 0.0), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.0, 1.0), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.0, -1.0), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.7071, 0.7071), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-0.7071, 0.7071), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.7071, -0.7071), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-0.7071, -0.7071), tint));
half centerMask = step(_AlphaThreshold, center);
half neighborMask = step(_AlphaThreshold, maxNeighbor);
return saturate(neighborMask - centerMask);
}
half ComputeInnerMask(float2 uv, half4 tint)
{
float2 texel = _MainTex_TexelSize.xy * max(_OutlineThickness, 0.001h);
half center = SampleAlpha(uv, tint);
half minNeighbor = 1h;
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 1.0, 0.0), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-1.0, 0.0), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.0, 1.0), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.0, -1.0), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.7071, 0.7071), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-0.7071, 0.7071), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.7071, -0.7071), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-0.7071, -0.7071), tint));
half centerMask = step(_AlphaThreshold, center);
half neighborMask = step(_AlphaThreshold, minNeighbor);
return saturate(centerMask - neighborMask);
}
half4 SpriteFragment(Varyings input) : SV_Target
{
half4 baseSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color;
half outerMask = ComputeOuterMask(input.uv, input.color);
half innerMask = ComputeInnerMask(input.uv, input.color);
half outlineMask = saturate(lerp(outerMask, max(outerMask, innerMask), _InnerOutline)) * _OutlineOpacity;
half4 color = baseSample;
color.rgb *= _SpriteAlpha;
color.a *= _SpriteAlpha;
color.rgb = lerp(color.rgb, _OutlineColor.rgb, outlineMask * _OutlineColor.a);
color.a = saturate(color.a + outlineMask * _OutlineColor.a);
return color;
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#pragma vertex SpriteVertex
#pragma fragment SpriteFragment
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile _ SKINNED_SPRITE
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_SKINNED_VERTEX_INPUTS
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_TexelSize;
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _OutlineColor;
half _OutlineThickness;
half _AlphaThreshold;
half _OutlineOpacity;
half _InnerOutline;
half _SpriteAlpha;
CBUFFER_END
Varyings SpriteVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
UNITY_SKINNED_VERTEX_COMPUTE(input);
SetUpSpriteInstanceProperties();
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
output.positionCS = TransformObjectToHClip(input.positionOS);
output.uv = input.uv;
output.color = input.color * _Color * unity_SpriteColor;
return output;
}
half SampleAlpha(float2 uv, half4 tint)
{
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * tint;
return tex.a;
}
half ComputeOuterMask(float2 uv, half4 tint)
{
float2 texel = _MainTex_TexelSize.xy * max(_OutlineThickness, 0.001h);
half center = SampleAlpha(uv, tint);
half maxNeighbor = 0h;
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 1.0, 0.0), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-1.0, 0.0), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.0, 1.0), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.0, -1.0), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.7071, 0.7071), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-0.7071, 0.7071), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2( 0.7071, -0.7071), tint));
maxNeighbor = max(maxNeighbor, SampleAlpha(uv + texel * float2(-0.7071, -0.7071), tint));
half centerMask = step(_AlphaThreshold, center);
half neighborMask = step(_AlphaThreshold, maxNeighbor);
return saturate(neighborMask - centerMask);
}
half ComputeInnerMask(float2 uv, half4 tint)
{
float2 texel = _MainTex_TexelSize.xy * max(_OutlineThickness, 0.001h);
half center = SampleAlpha(uv, tint);
half minNeighbor = 1h;
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 1.0, 0.0), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-1.0, 0.0), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.0, 1.0), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.0, -1.0), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.7071, 0.7071), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-0.7071, 0.7071), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2( 0.7071, -0.7071), tint));
minNeighbor = min(minNeighbor, SampleAlpha(uv + texel * float2(-0.7071, -0.7071), tint));
half centerMask = step(_AlphaThreshold, center);
half neighborMask = step(_AlphaThreshold, minNeighbor);
return saturate(centerMask - neighborMask);
}
half4 SpriteFragment(Varyings input) : SV_Target
{
half4 baseSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color;
half outerMask = ComputeOuterMask(input.uv, input.color);
half innerMask = ComputeInnerMask(input.uv, input.color);
half outlineMask = saturate(lerp(outerMask, max(outerMask, innerMask), _InnerOutline)) * _OutlineOpacity;
half4 color = baseSample;
color.rgb *= _SpriteAlpha;
color.a *= _SpriteAlpha;
color.rgb = lerp(color.rgb, _OutlineColor.rgb, outlineMask * _OutlineColor.a);
color.a = saturate(color.a + outlineMask * _OutlineColor.a);
return color;
}
ENDHLSL
}
}
FallBack "Sprites/Default"
}