NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Others/PostOutline_2.shader

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Shader "URP_Test/PostOutline_2"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SampleDistance ("SampleDistance", Float) = 0.01
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"RenderPipeline" = "UniversalPipeline"
}
Cull Off
ZWrite Off
ZTest Off
Pass
{
Name "DrawEdge"
// 轮廓
HLSLPROGRAM
#pragma vertex VERT
#pragma fragment FRAG
#pragma target 2.0
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_TexelSize;
float _SampleDistance;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
struct a2v
{
float4 positionOS : POSITION;
float2 uv0 : TEXCOORD;
};
struct v2f
{
float4 positionCS : SV_POSITION;
float4 texcoord0 : TEXCOORD0;
};
v2f VERT(a2v i)
{
v2f o;
o.positionCS = TransformObjectToHClip(i.positionOS.xyz);
o.texcoord0 = float4(i.uv0, _SampleDistance * _MainTex_TexelSize.x, _SampleDistance * _MainTex_TexelSize.y);
return o;
}
half4 FRAG(v2f i):SV_TARGET
{
half4 centerCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy);
half offsetX = i.texcoord0.z;
half offsetY = i.texcoord0.w;
half4 leftCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy + float2(-offsetX, 0));
half4 rightCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy + float2(offsetX, 0));
half4 upCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy + float2(0, offsetY));
half4 downCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy + float2(0, -offsetY));
// // 左下角
// half4 leftDownCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy + float2(-offsetX, -offsetY));
// // 右下角
// half4 rightDownCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy + float2(offsetX, -offsetY));
// // 左上角
// half4 leftUpCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy + float2(-offsetX, offsetY));
// // 右上角
// half4 rightUpCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy + float2(offsetX, offsetY));
// 检测是否是边缘,保持 left -> right -> up -> down 的优先级
half centerMask = 1.0h - step(0.5h, centerCol.a);
half leftMask = centerMask * (1.0h - step(leftCol.a, 0.5h));
half rightMask = centerMask * (1.0h - leftMask) * (1.0h - step(rightCol.a, 0.5h));
half upMask = centerMask * (1.0h - leftMask) * (1.0h - rightMask) * (1.0h - step(upCol.a, 0.5h));
half downMask = centerMask * (1.0h - leftMask) * (1.0h - rightMask) * (1.0h - upMask) * (1.0h - step(downCol.a, 0.5h));
half3 edgeColor = leftCol.xyz * leftMask
+ rightCol.xyz * rightMask
+ upCol.xyz * upMask
+ downCol.xyz * downMask;
half edgeAlpha = saturate(leftMask + rightMask + upMask + downMask);
return half4(edgeColor, edgeAlpha);
}
ENDHLSL
}
}
}