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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