2D sprite outlines

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Shader "Sprites/Outline"{    Properties    {        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}        _Color ("Tint", Color) = (1,1,1,1)        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0        // Add values to determine if outlining is enabled and outline color.        [PerRendererData] _Outline ("Outline", Float) = 0        [PerRendererData] _OutlineColor("Outline Color", Color) = (1,1,1,1)    }    SubShader    {        Tags        {            "Queue"="Transparent"            "IgnoreProjector"="True"            "RenderType"="Transparent"            "PreviewType"="Plane"            "CanUseSpriteAtlas"="True"        }        Cull Off        Lighting Off        ZWrite Off        Blend One OneMinusSrcAlpha        Pass        {            CGPROGRAM            #pragma vertex vert            #pragma fragment frag            #pragma multi_compile _ PIXELSNAP_ON            #pragma shader_feature ETC1_EXTERNAL_ALPHA            #include "UnityCG.cginc"            struct appdata_t            {                float4 vertex   : POSITION;                float4 color    : COLOR;                float2 texcoord : TEXCOORD0;            };            struct v2f            {                float4 vertex   : SV_POSITION;                fixed4 color    : COLOR;                float2 texcoord  : TEXCOORD0;            };            fixed4 _Color;            float _Outline;            fixed4 _OutlineColor;            v2f vert(appdata_t IN)            {                v2f OUT;                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);                OUT.texcoord = IN.texcoord;                OUT.color = IN.color * _Color;                #ifdef PIXELSNAP_ON                OUT.vertex = UnityPixelSnap (OUT.vertex);                #endif                return OUT;            }            sampler2D _MainTex;            sampler2D _AlphaTex;            float4 _MainTex_TexelSize;            fixed4 SampleSpriteTexture (float2 uv)            {                fixed4 color = tex2D (_MainTex, uv);                #if ETC1_EXTERNAL_ALPHA                // get the color from an external texture (usecase: Alpha support for ETC1 on android)                color.a = tex2D (_AlphaTex, uv).r;                #endif //ETC1_EXTERNAL_ALPHA                return color;            }            fixed4 frag(v2f IN) : SV_Target            {                fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;                // If outline is enabled and there is a pixel, try to draw an outline.                if (_Outline > 0 && c.a != 0) {                    // Get the neighbouring four pixels.                    fixed4 pixelUp = tex2D(_MainTex, IN.texcoord + fixed2(0, _MainTex_TexelSize.y));                    fixed4 pixelDown = tex2D(_MainTex, IN.texcoord - fixed2(0, _MainTex_TexelSize.y));                    fixed4 pixelRight = tex2D(_MainTex, IN.texcoord + fixed2(_MainTex_TexelSize.x, 0));                    fixed4 pixelLeft = tex2D(_MainTex, IN.texcoord - fixed2(_MainTex_TexelSize.x, 0));                    // If one of the neighbouring pixels is invisible, we render an outline.                    if (pixelUp.a * pixelDown.a * pixelRight.a * pixelLeft.a == 0) {                        c.rgba = fixed4(1, 1, 1, 1) * _OutlineColor;                    }                }                c.rgb *= c.a;                return c;            }            ENDCG        }    }

}

using UnityEngine;[ExecuteInEditMode]public class SpriteOutline : MonoBehaviour {    public Color color = Color.white;    private SpriteRenderer spriteRenderer;    void OnEnable() {        spriteRenderer = GetComponent<SpriteRenderer>();        UpdateOutline(true);    }    void OnDisable() {        UpdateOutline(false);    }    void Update() {        UpdateOutline(true);    }    void UpdateOutline(bool outline) {        MaterialPropertyBlock mpb = new MaterialPropertyBlock();        spriteRenderer.GetPropertyBlock(mpb);        mpb.SetFloat("_Outline", outline ? 1f : 0);        mpb.SetColor("_OutlineColor", color);        spriteRenderer.SetPropertyBlock(mpb);    }}
Completed Sprite

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