Shader "HighlightPlus/Geometry/ComposeOutline" { Properties { _MainTex ("Texture", Any) = "black" {} _Color("Color", Color) = (1,1,1) _Cull("Cull Mode", Int) = 2 _ZTest("ZTest Mode", Int) = 0 _Flip("Flip", Vector) = (0, 1, 0) _Debug("Debug Color", Color) = (0,0,0,0) _OutlineStencilComp("Stencil Comp", Int) = 6 _OutlineSharpness("Outline Sharpness", Float) = 1.0 _PatternTex("Pattern Texture", 2D) = "black" {} _PatternData("Pattern Data", Vector) = (1.0, 0.5, 0.1, 0) _DistortionTex("Distortion Texture", 2D) = "white" {} _DashData("Dash Data", Vector) = (0.1, 0.1, 1.0, 0.1) _OutlineGradientTex("Outline Gradient Texture", 2D) = "white" {} _OutlineGradientData("Outline Gradient Data", Vector) = (0.5, 1.0, 0, 0) _Padding("Padding", Float) = 0 _Pixelation("Pixelation", Float) = 0 } SubShader { Tags { "Queue" = "Transparent+120" "RenderType" = "Transparent" "DisableBatching" = "True" } Blend SrcAlpha OneMinusSrcAlpha // Compose effect on camera target (optimal quad blit) Pass { Name "Composte Outline" ZWrite Off ZTest Always // [_ZTest] Cull Off // [_Cull] Stencil { Ref 2 Comp [_OutlineStencilComp] Pass keep ReadMask 2 WriteMask 2 } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local _ HP_ALL_EDGES #pragma multi_compile_local _ HP_MASK_CUTOUT #pragma multi_compile_local _ HP_STYLIZED #pragma multi_compile_local _ HP_DASHED #pragma multi_compile_local _ HP_OUTLINE_GRADIENT_WS #include "UnityCG.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal); UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPSourceRT); float4 _HPSourceRT_TexelSize; sampler2D _PatternTex; float4 _PatternData; #define PATTERN_SCALE _PatternData.x #define PATTERN_THRESHOLD _PatternData.y #define PATTERN_DISTORTION_AMOUNT _PatternData.z #define PATTERN_STOP_MOTION_SCALE _PatternData.w sampler2D _DistortionTex; fixed4 _Color; float3 _Flip; fixed4 _Debug; half _OutlineSharpness; half _Padding; int _Pixelation; half4 _DashData; #define DASH_WIDTH _DashData.x #define DASH_GAP _DashData.y #define DASH_SPEED _DashData.z #if HP_ALL_EDGES #define OUTLINE_SOURCE outline.g #else #define OUTLINE_SOURCE outline.r #endif sampler2D _OutlineGradientTex; float2 _OutlineGradientData; #define OUTLINE_GRADIENT_KNEE _OutlineGradientData.x #define OUTLINE_GRADIENT_POWER _OutlineGradientData.y 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; } #if HP_STYLIZED // Apply pattern texture with distortion float2 patternUV = uv * PATTERN_SCALE + floor(_Time.y * PATTERN_STOP_MOTION_SCALE) / PATTERN_STOP_MOTION_SCALE; fixed pattern = tex2D(_DistortionTex, patternUV).x; uv.x += (pattern - 0.5) * PATTERN_DISTORTION_AMOUNT; #if !HP_MASK_CUTOUT fixed mask = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv).r; if (mask > 0.5) return 0; #endif #endif fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal, uv); fixed4 color = _Color; OUTLINE_SOURCE = step(OUTLINE_SOURCE, _Padding) * OUTLINE_SOURCE / _Padding; color.a *= OUTLINE_SOURCE; #if HP_OUTLINE_GRADIENT_WS half gradientT = pow(color.a * OUTLINE_GRADIENT_KNEE, OUTLINE_GRADIENT_POWER); half4 gradientC = tex2D(_OutlineGradientTex, float2(gradientT, 0)); color.rgb = gradientC.rgb; color.a *= gradientC.a; #endif #if HP_DASHED float dashPattern = sin(( dot(float2(uv.x, uv.y), float2(uv.x, uv.y)) * _HPSourceRT_TexelSize.z * DASH_WIDTH + _Time.w * DASH_SPEED)) + DASH_GAP; clip(dashPattern); #endif #if HP_STYLIZED fixed patternCutout = tex2D(_PatternTex, patternUV * 4.0).x; color.a = saturate(color.a - patternCutout * PATTERN_THRESHOLD * 10); #endif #if HP_MASK_CUTOUT fixed4 maskN = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, 1) * _HPSourceRT_TexelSize.xy); fixed4 maskS = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, -1) * _HPSourceRT_TexelSize.xy); fixed4 maskW = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(-1, 0) * _HPSourceRT_TexelSize.xy); fixed4 maskE = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(1, 0) * _HPSourceRT_TexelSize.xy); color.a *= all(maskN.rgb==0) || all(maskS.rgb == 0) || all(maskW.rgb == 0) || all(maskE.rgb == 0); #endif color.a = saturate(color.a); color.a = pow(color.a, _OutlineSharpness); color = lerp(color, _Debug, 1.0 - color.a); return color; } ENDCG } } }