- Home /
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 problem 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
}
}
}
screenshot-1.jpg
(20.7 kB)
Comment