NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Others/PostOutline_3.shader

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Shader "URP_Test/PostOutline_3"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"RenderPipeline" = "UniversalPipeline"
}
Cull Off
ZWrite Off
ZTest Off
Pass
{
Name "DoMerge"
// 合并
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;
float4 _EdgeTex_TexelSize;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_EdgeTex);
SAMPLER(sampler_EdgeTex);
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, 0, 0);
return o;
}
half4 FRAG(v2f i):SV_TARGET
{
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord0.xy);
half4 outlineCol = SAMPLE_TEXTURE2D(_EdgeTex, sampler_EdgeTex, i.texcoord0.xy);
if (outlineCol.a < 0.5) {
return col;
}
return outlineCol * outlineCol.a + col * (1 - outlineCol.a);
}
ENDHLSL
}
}
}