//-----------------------------------------------【Shader说明】-------------------------------------------------------- // Shader功能: 2D图片描边 核心思路:检测某个图元的alpha值是否在某个阀值之间 //--------------------------------------------------------------------------------------------------------------------- Shader "2D图片描边" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) //图像回合颜色 _OutLineColor("OutLineColor", Color) = (1,1,1,1) //边缘颜色 _CheckRange("CheckRange",Float) = 1 //检测的范围 _CheckAccuracy("CheckAccuracy",Float) = 0.5 _LineWidth("LineWidth",Float) = 2 //边缘宽度 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off //关闭背面剔除 Lighting Off //关闭灯光 ZWrite Off //关闭Z缓冲 Blend One OneMinusSrcAlpha //混合源系数one(1) 目标系数OneMinusSrcAlpha(1-one=0) Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON //告诉Unity编译不同版本的Shader,这里和后面vert中的PIXELSNAP_ON对应 #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_TexelSize; fixed4 _Color; fixed4 _OutLineColor; float _CheckAccuracy; float _LineWidth; float _CheckRange; struct appdata_t //vert输入 { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f //vert输出数据结构 { 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); 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); //检测每个图元的aplha是否在某个值 那么他就是边缘 //step(a, x) Returns (x >= a) ? 1 : 0 abs(x) 返回绝对值 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 } } }