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- Shader "TSF Shaders/UI/OutlineEx"
- {
- Properties
- {
- _MainTex ("Main Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1, 1, 1, 1)
- //_OutlineColor ("Outline Color", Color) = (1, 1, 1, 1)
- //_OutlineWidth ("Outline Width", Int) = 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
- }
-
- 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
- {
- Name "OUTLINE"
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- //Add for RectMask2D
- #include "UnityUI.cginc"
- //End for RectMask2D
-
- sampler2D _MainTex;
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _MainTex_TexelSize;
-
- //float4 _OutlineColor;
- //int _OutlineWidth;
-
- //Add for RectMask2D
- float4 _ClipRect;
- //End for RectMask2D
-
- struct appdata
- {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float4 normal : NORMAL;
- float2 texcoord : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float2 uv3 : TEXCOORD3;
- fixed4 color : COLOR;
- };
-
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float4 tangent : TANGENT;
- float4 normal : NORMAL;
- float2 texcoord : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float2 uv3 : TEXCOORD3;
- //Add for RectMask2D
- float4 worldPosition : TEXCOORD4;
- //End for RectMask2D
- fixed4 color : COLOR;
- };
-
- v2f vert(appdata IN)
- {
- v2f o;
-
- //Add for RectMask2D
- o.worldPosition = IN.vertex;
- //End for RectMask2D
-
- o.vertex = UnityObjectToClipPos(IN.vertex);
- o.tangent = IN.tangent;
- o.texcoord = IN.texcoord;
- o.color = IN.color * _Color;
- o.uv1 = IN.uv1;
- o.uv2 = IN.uv2;
- o.uv3 = IN.uv3;
- o.normal = IN.normal;
-
- return o;
- }
- /*
- fixed IsInRect(float2 pPos, float4 pClipRect)
- {
- pPos = step(pClipRect.xy, pPos) * step(pPos, pClipRect.zw);
- return pPos.x * pPos.y;
- }
- */
- fixed IsInRect(float2 pPos, float2 pClipRectMin, float2 pClipRectMax)
- {
- pPos = step(pClipRectMin, pPos) * step(pPos, pClipRectMax);
- return pPos.x * pPos.y;
- }
-
- fixed SampleAlpha(int pIndex, v2f IN)
- {
- const fixed sinArray[12] = { 0, 0.5, 0.866, 1, 0.866, 0.5, 0, -0.5, -0.866, -1, -0.866, -0.5 };
- const fixed cosArray[12] = { 1, 0.866, 0.5, 0, -0.5, -0.866, -1, -0.866, -0.5, 0, 0.5, 0.866 };
- float2 pos = IN.texcoord + _MainTex_TexelSize.xy * float2(cosArray[pIndex], sinArray[pIndex]) * IN.tangent.x; //normal.z 存放 _OutlineWidth
- return IsInRect(pos, IN.uv1, IN.uv2) * (tex2D(_MainTex, pos) + _TextureSampleAdd).w * IN.tangent.w; //tangent.w 存放 _OutlineColor.w
- }
-
- fixed4 frag(v2f IN) : SV_Target
- {
- fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
- if (IN.tangent.x > 0) //normal.z 存放 _OutlineWidth
- {
- color.w *= IsInRect(IN.texcoord, IN.uv1, IN.uv2); //uv1 uv2 存着原始字的uv长方形区域大小
- half4 val = half4(IN.uv3.x, IN.uv3.y, IN.tangent.z, 0); //uv3.xy tangent.z 分别存放着 _OutlineColor的rgb
-
- val.w += SampleAlpha(0, IN);
- val.w += SampleAlpha(1, IN);
- val.w += SampleAlpha(2, IN);
- val.w += SampleAlpha(3, IN);
- val.w += SampleAlpha(4, IN);
- val.w += SampleAlpha(5, IN);
- val.w += SampleAlpha(6, IN);
- val.w += SampleAlpha(7, IN);
- val.w += SampleAlpha(8, IN);
- val.w += SampleAlpha(9, IN);
- val.w += SampleAlpha(10, IN);
- val.w += SampleAlpha(11, IN);
-
- color = (val * (1.0 - color.a)) + (color * color.a);
-
- color.a *= IN.color.a*IN.color.a*IN.color.a; //字逐渐隐藏时,描边也要隐藏
-
- }
-
- //Add for RectMask2D
- color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #ifdef UNITY_UI_ALPHACLIP
- clip(color.a - 0.001);
- #endif
- //End for RectMask2D
-
- return color;
- }
-
- ENDCG
- }
- }
- }
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