Unity 2D Sprite Outline Shader
Sat Mar 12 2022 11:52:36 GMT+0000 (Coordinated Universal Time)
Saved by @BryanJ22
Shader "Sprite Shaders/Sprite Outline" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 // Value to determine if outlining is enabled and outline color + size. [PerRendererData] _Outline("Outline", Float) = 0 [PerRendererData] _OutlineColor("Outline Color", Color) = (1,1,1,1) [PerRendererData] _OutlineSize("Outline Size", int) = 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 #pragma shader_feature ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; float _Outline; fixed4 _OutlineColor; int _OutlineSize; 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; } sampler2D _MainTex; sampler2D _AlphaTex; float4 _MainTex_TexelSize; fixed4 SampleSpriteTexture(float2 uv) { fixed4 color = tex2D(_MainTex, uv); return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color; //If outline mode is enabled and pixel exists, try to draw outline if (_Outline > 0 && c.a != 0) { float totalAlpha = 1.0; [unroll(16)] for (int i = 1; i < _OutlineSize + 1; i++) { //Gets neighboring pixels fixed4 pixelUp = tex2D(_MainTex, IN.texcoord + fixed2(0, i * _MainTex_TexelSize.y)); fixed4 pixelDown = tex2D(_MainTex, IN.texcoord - fixed2(0, i * _MainTex_TexelSize.y)); fixed4 pixelLeft = tex2D(_MainTex, IN.texcoord - fixed2(i * _MainTex_TexelSize.x, 0)); fixed4 pixelRight = tex2D(_MainTex, IN.texcoord + fixed2(i * _MainTex_TexelSize.x, 0)); totalAlpha = totalAlpha * pixelUp.a * pixelDown.a * pixelRight.a * pixelLeft.a; } //Render an outline if a neighboring pixel is invisible if (totalAlpha == 0) { c.rgba = fixed4(1, 1, 1, 1) * _OutlineColor; } } c.rgb *= c.a; return c; } ENDCG } } }
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