96 lines
2.3 KiB
Plaintext
96 lines
2.3 KiB
Plaintext
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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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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float4 _MainTex_ST;
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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 = TRANSFORM_TEX(v.texcoord, _MainTex);
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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 = tex2D(_MainTex, i.uv);
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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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} |