Shader "HighlightPlus/Geometry/ComposeGlow" { Properties { _MainTex ("Texture", Any) = "black" {} _Color ("Color", Color) = (1,1,1) [HideInInspector] _Cull ("Cull Mode", Int) = 2 [HideInInspector] _ZTest ("ZTest Mode", Int) = 0 [HideInInspector] _Flip("Flip", Vector) = (0, 1, 0) [HideInInspector] _BlendSrc("Blend Src", Int) = 1 [HideInInspector] _BlendDst("Blend Dst", Int) = 1 _Debug("Debug Color", Color) = (0,0,0,0) [HideInInspector] _GlowStencilComp ("Stencil Comp", Int) = 6 _Padding("Padding", Float) = 0 [HideInInspector] _Pixelation("Pixelation", Int) = 0 } SubShader { Tags { "Queue"="Transparent+102" "RenderType"="Transparent" "DisableBatching" = "True" } Blend [_BlendSrc] [_BlendDst] BlendOp Add // Compose effect on camera target Pass { Name "Compose Glow" ZWrite Off ZTest Always // [_ZTest] Cull Off //[_Cull] Stencil { Ref 2 Comp [_GlowStencilComp] Pass keep ReadMask 2 WriteMask 2 } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local _ HP_MASK_CUTOUT #pragma multi_compile_local _ HP_ALL_EDGES #include "UnityCG.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal); UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal); UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPSourceRT); float4 _HPSourceRT_TexelSize; fixed4 _Color; float3 _Flip; fixed4 _Debug; half _Padding; int _Pixelation; #if HP_ALL_EDGES #define OUTLINE_SOURCE outline.g #else #define OUTLINE_SOURCE outline.r #endif struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos: SV_POSITION; float4 scrPos: TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.scrPos = ComputeScreenPos(o.pos); o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y; return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float2 uv = i.scrPos.xy/i.scrPos.w; if (_Pixelation > 1) { float2 pixel_uv = uv * _HPSourceRT_TexelSize.zw; pixel_uv = (floor(pixel_uv / _Pixelation) + 0.5) * _Pixelation; uv = pixel_uv * _HPSourceRT_TexelSize.xy; } fixed glow = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal, uv).r; #if HP_MASK_CUTOUT fixed maskN = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, 1) * _HPSourceRT_TexelSize.xy).r; fixed maskS = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, -1) * _HPSourceRT_TexelSize.xy).r; fixed maskW = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(-1, 0) * _HPSourceRT_TexelSize.xy).r; fixed maskE = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(1, 0) * _HPSourceRT_TexelSize.xy).r; glow *= maskN == 0 || maskS == 0 || maskW == 0 || maskE == 0; #endif fixed4 color = _Color; // read padding from outline fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal, uv); glow = step(OUTLINE_SOURCE, _Padding) * glow / _Padding; color.a *= glow; color.a = saturate(color.a); color = lerp(color, _Debug, 1.0 - color.a); return color; } ENDCG } } }