最近两个月学了很多Shader的知识,现在也算入点门了。现在网上有很多2D描边的Shader,说实话大多数很差劲。有些多余的条件判断影响效率,提供的参数也不够适配所有图片。因为美术喜欢在图片上面加一些效果,再加上切图的时候背景图的透明部分不够多,或者透明通道透明不彻底等等问题,2D图片描边效果通常都不尽如人意。这种情况一般是要从美术那边用ps做调整,如果需要描边切图周围需要留出一点区域,我这个Shader提供了两个参数可以调整效果,检测范围和描边粗细,根据图片的不同,参数肯定要做些调整才能达到最想要的效果,Shader基于Unity自带SpriteDefault修改,直接赋给Sprite就行了。大家也可以适当做些修改。
3D描边已经完成了法线膨胀的方法,接下来我会重点学习屏幕特效的方法然后写博客。以后还会有各种效果的Shader博客。
Shader "Sprites/SpriteOutline" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 _OutlineColor("OutlineColor",Color) = (1,1,1,1) _CheckRange("CheckRange",Range(0,1)) = 0 _LineWidth("LineWidth",Float) = 0.39 _CheckAccuracy("CheckAccuracy",Range(0.1,0.99)) = 0.9 } 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 _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_TexelSize; sampler2D _AlphaTex; fixed4 _Color; fixed4 _OutlineColor; float _CheckRange; float _LineWidth; float _CheckAccuracy; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; };// 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; } fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA// // get the color from an external texture (usecase: Alpha support for ETC1 on android) color.a = tex2D (_AlphaTex, uv).r; #endif //ETC1_EXTERNAL_ALPHA return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; c.rgb *= c.a; float isOut = step(abs(1/_LineWidth),c.a); if(isOut != 0) { fixed4 pixelUp = tex2D(_MainTex, IN.texcoord + fixed2(0, _MainTex_TexelSize.y*_CheckRange)); fixed4 pixelDown = tex2D(_MainTex, IN.texcoord - fixed2(0, _MainTex_TexelSize.y*_CheckRange)); fixed4 pixelRight = tex2D(_MainTex, IN.texcoord + fixed2(_MainTex_TexelSize.x*_CheckRange, 0)); fixed4 pixelLeft = tex2D(_MainTex, IN.texcoord - fixed2(_MainTex_TexelSize.x*_CheckRange, 0)); float bOut = step((1-_CheckAccuracy),pixelUp.a*pixelDown.a*pixelRight.a*pixelLeft.a); c = lerp(_OutlineColor,c,bOut); return c; } return c; } ENDCG } } }