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Question by MartinCalander · Mar 31, 2018 at 09:05 PM · shadermaterialpixelcodepageoutline

Outline Shader HELP

So this shader code is for a pixel outline, only problem is that it does not show a outline on the bottom part because it is outside the sprite. Please help me fix this problemalt text NOTE: This is not my code, it is made by Miguelita.

 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
 Shader "Metkis/2DSprite Outline Default" 
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Outline Color", Color) = (1,1,1,1)
         _OutlineOffSet ("Outline OffSet", Range(0,3)) = 1
         [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
         _Color2 ("Tint Inner", Color) = (1,1,1,1)
         _Color3 ("Tint Overall", 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
             #include "UnityCG.cginc"
             
             struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float4 color    : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
 
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 fixed4 color    : COLOR;
                 half2 texcoord  : TEXCOORD0;
             };
             
             fixed4 _Color;
             uniform float4 _MainTex_TexelSize;
 
                float4 _Color2;
                float4 _Color3;
             v2f vert(appdata_t IN)
             {
                 v2f OUT;
                 OUT.vertex = UnityObjectToClipPos(IN.vertex);
                 OUT.texcoord = IN.texcoord;
                 OUT.color = IN.color * _Color3;
                 #ifdef PIXELSNAP_ON
                 OUT.vertex = UnityPixelSnap (OUT.vertex);
                 #endif
 
                 return OUT;
             }
 
             sampler2D _MainTex;
             sampler2D _AlphaTex;
                       float _OutlineOffSet;
 
             float _AlphaSplitEnabled;
 
 
             fixed4 SampleSpriteTexture (float2 uv)
             {
             
                fixed4 TempColor = tex2D(_MainTex, uv +float2(-_MainTex_TexelSize.x * _OutlineOffSet ,0.0)) + tex2D(_MainTex, uv -float2(-_MainTex_TexelSize.x * _OutlineOffSet ,0.0));
                TempColor = TempColor + tex2D(_MainTex, uv  + float2(0.0,-_MainTex_TexelSize.y * _OutlineOffSet )) + tex2D(_MainTex, uv  - float2(0.0,-_MainTex_TexelSize.y * _OutlineOffSet ));
                if(TempColor.a >= 0.01){
                    TempColor.a = _Color.a;
                }
                fixed4 AlphaColor = fixed4(TempColor.a,TempColor.a,TempColor.a,TempColor.a);
                
                fixed4 mainColor = AlphaColor  * _Color.rgba;
                fixed4 addcolor = tex2D(_MainTex, uv) * _Color2.rgba;
     
                if(addcolor.a > 0){
                    mainColor = addcolor;
                }
      
   
                
                 fixed4 Albedo = mainColor.rgba * _Color3.rgba;
                 fixed4 Alpha = mainColor.a * _Color3.a;
                 Albedo.a = Alpha;
                 
                 
                 if (_AlphaSplitEnabled)
                     Albedo.a = tex2D (_AlphaTex, uv).r;
 
                 return Albedo;
             }
 
             fixed4 frag(v2f IN) : SV_Target
             {
                 fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
                 c.rgb *= c.a;
                 return c;
             }
         ENDCG
         }
     }
 }


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