69 lines
1.7 KiB
Plaintext
69 lines
1.7 KiB
Plaintext
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Shader "Hidden/2D-Animation-SpriteEdgeOutline"
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{
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Properties
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{
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_OutlineColor("Outline Color", Color) = (1,0,1,1)
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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}
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Cull Off
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Lighting Off
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ZTest Less
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 clipUV : TEXCOORD1;
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};
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uniform float4x4 unity_GUIClipTextureMatrix;
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sampler2D _GUIClipTexture;
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uniform bool _AdjustLinearForGamma;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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float3 eyePos = UnityObjectToViewPos(IN.vertex);
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OUT.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
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return OUT;
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}
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fixed4 _OutlineColor;
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fixed4 frag(v2f i) : SV_Target
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{
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if (tex2D(_GUIClipTexture, i.clipUV).a == 0)
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discard;
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float4 c = _OutlineColor;
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if (_AdjustLinearForGamma)
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c.rgb = LinearToGammaSpace(c.rgb);
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return c;
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}
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ENDCG
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}
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}
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}
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