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WhaleAdventure_VR/Assets/HighlightPlus/Runtime/Resources/HighlightPlus/HighlightComposeOutline.shader

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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
}
}
}