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" }