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
if (centerCol.a < 0.5)
{
if (leftCol.a > 0.5) {
return half4(leftCol.xyz, 1);
}
if (rightCol.a > 0.5) {
return half4(rightCol.xyz, 1);
}
if (upCol.a > 0.5) {
return half4(upCol.xyz, 1);
}
if (downCol.a > 0.5) {
return half4(downCol.xyz, 1);
}
if (leftDownCol.a > 0.5) {
return half4(leftDownCol.xyz, 1);
}
if (rightDownCol.a > 0.5) {
return half4(rightDownCol.xyz, 1);
}
if (leftUpCol.a > 0.5) {
return half4(leftUpCol.xyz, 1);
}
if (rightUpCol.a > 0.5) {
return half4(rightUpCol.xyz, 1);
}
}
return half4(0,0,0,0);
}
ENDHLSL
}
}
}