ugui 勾边Shader

作者: 2b75747cf703 | 来源:发表于2016-02-13 00:19 被阅读1295次
    Paste_Image.png Paste_Image.png

    注意:材质里面的纹理需要设置,_MainTex_TexelSize才能获取到正确数值。

    以下代码改自builtin_shaders-5.3.2f1\DefaultResourcesExtra\UI\UI-Default.shader

    Shader "Custom/UI/OutlineDefault"
    {
        Properties
        {
            _MainTex ("Sprite Texture", 2D) = "white" {}
            _Color ("Tint", Color) = (1,1,1,1)
    
            _StencilComp ("Stencil Comparison", Float) = 8
            _Stencil ("Stencil ID", Float) = 0
            _StencilOp ("Stencil Operation", Float) = 0
            _StencilWriteMask ("Stencil Write Mask", Float) = 255
            _StencilReadMask ("Stencil Read Mask", Float) = 255
    
            _ColorMask ("Color Mask", Float) = 15
    
            [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    
            _OutlineColor("Outline Color", Color) = (1,1,1,1)
            _OutlineWidth("Outline Width", Float) = 2
            _Threshold("Threshold", Range(0, 1)) = 0.5
        }
    
        SubShader
        {
            Tags
            {
                "Queue"="Transparent"
                "IgnoreProjector"="True"
                "RenderType"="Transparent"
                "PreviewType"="Plane"
                "CanUseSpriteAtlas"="True"
            }
    
            Stencil
            {
                Ref [_Stencil]
                Comp [_StencilComp]
                Pass [_StencilOp]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
            }
    
            Cull Off
            Lighting Off
            ZWrite Off
            ZTest [unity_GUIZTestMode]
            Blend SrcAlpha OneMinusSrcAlpha
            ColorMask [_ColorMask]
    
            Pass
            {
                CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    
    #include "UnityCG.cginc"
    #include "UnityUI.cginc"
    
    #pragma multi_compile __ UNITY_UI_ALPHACLIP
    
                struct appdata_t
                {
    float4 vertex   :
                    POSITION;
    float4 color    :
                    COLOR;
    float2 texcoord :
                    TEXCOORD0;
                };
    
                struct v2f
                {
    float4 vertex   :
                    SV_POSITION;
    fixed4 color    :
                    COLOR;
    half2 texcoord  :
                    TEXCOORD0;
    float4 worldPosition :
                    TEXCOORD1;
                };
    
                fixed4 _Color;
                fixed4 _TextureSampleAdd;
                float4 _ClipRect;
    
                v2f vert(appdata_t IN)
                {
                    v2f OUT;
                    OUT.worldPosition = IN.vertex;
                    OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
    
                    OUT.texcoord = IN.texcoord;
    
    #ifdef UNITY_HALF_TEXEL_OFFSET
                    OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
    #endif
    
                    OUT.color = IN.color * _Color;
                    return OUT;
                }
    
                sampler2D _MainTex;
                float4 _MainTex_TexelSize;
    
                float4 _OutlineColor;
                float _OutlineWidth;
                float _Threshold;
    
                fixed4 frag(v2f IN) : SV_Target
                {
                    half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
    
                    color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
    
    #ifdef UNITY_UI_ALPHACLIP
                    clip (color.a - 0.001);
    #endif
    
                    float width = _MainTex_TexelSize.z, height = _MainTex_TexelSize.w;
    
                    if (color.a <= _Threshold)
                    {
                        half2 dir[8] = { { 0,1 },{ 1,1 },{ 1,0 },{ 1,-1 },{ 0,-1 },{ -1,-1 },{ -1,0 },{ -1,1 } };
                        for (int i = 0; i < 8; i++)
                        {
                            float2 offset = float2(dir[i].x / width, dir[i].y / height);
                            offset *= _OutlineWidth;
    
                            half4 nearby = (tex2D(_MainTex, IN.texcoord + offset) + _TextureSampleAdd) * IN.color;
                            if (nearby.a > _Threshold)
                            {
                                color = _OutlineColor;
                                break;
                            }
                        }
                    }
    
                    return color;
                }
                ENDCG
            }
        }
    }
    

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