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4.4 KiB

Shader "PeachValley/GameObject"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
[Space]
[Header(Edge)]
[Toggle] _EFFECT_EDGE ("Enable Edge", Float) = 0
_OutLineColor ("Outline color", Color) = (0.804, 0.2, 0, 1)//描边颜色
_PixelSize ("Pixel Size", Range(0, 10)) = 6
_DetectAlpha ("DetectAlpha", Range(0, 0.2)) = 0.1 //四周的点算alpha平均,若大于则显示描边
_ImageCullAlpha ("ImageCullAlpha", Range(0, 1)) = 0.2 //当前所在的点若大于改值,则无条件原图
// _Smooth ("Smooth", Range(1, 10)) = 10
// _SmoothAlphaBase ("SmoothAlphaBase", Range(0, 1)) = 0.8
_HaveEdgeEffect ("HaveEdgeEffect", Range(0, 1)) = 1
[Space]
[Header(Highlight)]
[Toggle] _EFFECT_HIGHLIGHT("Enable Highlight", Float) = 0
}
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 target 2.0
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma multi_compile _EFFECT_EDGE _EFFECT_EDGE_ON
#pragma multi_compile _EFFECT_HIGHLIGHT _EFFECT_HIGHLIGHT_ON
#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;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(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;
// for edge
fixed4 _OutLineColor;
float _PixelSize;
float2 _MainTex_TexelSize;
float _DetectAlpha;
float _ImageCullAlpha;
// float _Smooth;
// float _SmoothAlphaBase;
half _HaveEdgeEffect;
void Edge(inout fixed4 outColor, half2 changedUV)
{
_PixelSize = _PixelSize * _MainTex_TexelSize;
// fixed4 color = tex2D(_MainTex, fixed2(changedUV.x, changedUV.y));
fixed color1 = tex2D(_MainTex, fixed2(changedUV.x + _PixelSize, changedUV.y + _PixelSize)).a;
fixed color2 = tex2D(_MainTex, fixed2(changedUV.x - _PixelSize, changedUV.y - _PixelSize)).a;
fixed color3 = tex2D(_MainTex, fixed2(changedUV.x + _PixelSize, changedUV.y - _PixelSize)).a;
fixed color4 = tex2D(_MainTex, fixed2(changedUV.x - _PixelSize, changedUV.y + _PixelSize)).a;
fixed a = (color1 + color2 + color3 + color4) / 4;
int if1 = step(outColor.a, _ImageCullAlpha);
int if2 = step(a, _DetectAlpha);
// outColor = outColor* (1 - _HaveEdgeEffect) + _HaveEdgeEffect *(if1 * (((1 - if2) * fixed4(_OutLineColor.rgb, pow(a + _SmoothAlphaBase, _Smooth) * _OutLineColor.a))) + color * (1 - if1));
outColor = outColor* (1 - _HaveEdgeEffect) + _HaveEdgeEffect *(if1 * (((1 - if2) * _OutLineColor)) + outColor * (1 - if1));
}
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
fixed4 alpha = tex2D (_AlphaTex, uv);
color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
#endif
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
#if _EFFECT_HIGHLIGHT_ON
c.rgb *= fixed3(1.3, 1.3, 1.3);
#endif
#if _EFFECT_EDGE_ON
Edge(c, IN.texcoord);
#endif
c.rgb *= c.a;
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}