【Shader】Sprite描边
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@ -0,0 +1,74 @@
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Shader "Forset_URP/SpriteOutline"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {} // 主纹理属性,用于存储2D纹理
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_lineWidth("lineWidth",Range(0,10)) = 1 // 线宽属性,范围在0到10之间,默认值为1
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_lineColor("lineColor",Color)=(1,1,1,1) // 线的颜色属性,RGBA格式,默认为白色
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}
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SubShader
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{
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// 渲染队列采用透明
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Tags{
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"Queue" = "Transparent"
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}
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Blend SrcAlpha OneMinusSrcAlpha // 设置混合模式为源颜色乘以源透明度减去源透明度
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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// 顶点着色器输入结构体
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struct VertexInput
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{
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float4 vertex : POSITION; // 顶点坐标
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float2 uv : TEXCOORD0; // 纹理坐标
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};
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// 顶点着色器输出结构体
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struct VertexOutput
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{
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float2 uv : TEXCOORD0; // 纹理坐标
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float4 vertex : SV_POSITION; // 顶点坐标
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};
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VertexOutput vert (VertexInput v)
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{
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VertexOutput o;
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o.vertex = UnityObjectToClipPos(v.vertex); // 将顶点坐标转换到裁剪空间
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o.uv = v.uv; // 传递纹理坐标
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return o;
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}
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sampler2D _MainTex; // 主纹理
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float4 _MainTex_TexelSize; // 主纹理的像素大小
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float _lineWidth; // 线宽
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float4 _lineColor; // 线的颜色
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fixed4 frag (VertexOutput i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv); // 获取纹理颜色
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||||
// 采样周围4个点
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float2 up_uv = i.uv + float2(0,1) * _lineWidth * _MainTex_TexelSize.xy;
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float2 down_uv = i.uv + float2(0,-1) * _lineWidth * _MainTex_TexelSize.xy;
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float2 left_uv = i.uv + float2(-1,0) * _lineWidth * _MainTex_TexelSize.xy;
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float2 right_uv = i.uv + float2(1,0) * _lineWidth * _MainTex_TexelSize.xy;
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// 如果有一个点透明度为0,说明是边缘
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float w = tex2D(_MainTex,up_uv).a * tex2D(_MainTex,down_uv).a * tex2D(_MainTex,left_uv).a * tex2D(_MainTex,right_uv).a;
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||||
// 和原图做插值,根据边缘判断来混合线的颜色和原图颜色
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col.rgb = lerp(_lineColor,col.rgb,w);
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||||
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||||
return col;
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}
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ENDCG
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}
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}
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}
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@ -1,5 +1,5 @@
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@ -1,96 +0,0 @@
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Shader "Forset_URP/UI_Outline"
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{
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||||
Properties
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||||
{
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||||
_OutlineColor ("Outline Color", Color) = (1,1,1,1)
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||||
_MainTex ("Base (RGB)", 2D) = "white" {}
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_OutlineWidth ("Outline Width", Range (.002, 0.03)) = .005
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}
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SubShader
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{
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Tags { "Queue" = "Overlay" }
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Pass
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{
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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ZWrite Off
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ZTest Always
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Cull Front
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ColorMask RGB
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float _OutlineWidth;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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half4 col = _OutlineColor;
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return col;
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}
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ENDCG
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}
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Pass
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{
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Name "BASE"
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Tags { "LightMode" = "Always" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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|
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(v2f i) : SV_Target
|
||||
{
|
||||
half4 col = tex2D(_MainTex, i.uv);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue