BITFALL/Assets/Plugins/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) // not used; dummy property to avoid inspector warning "material has no _Color property"
_Cull("Cull Mode", Int) = 2
_ZTest("ZTest Mode", Int) = 0
_Flip("Flip", Vector) = (0, 1, 0)
_Debug("Debug Color", Color) = (0,0,0,0)
}
SubShader
{
Tags { "Queue" = "Transparent+120" "RenderType" = "Transparent" "DisableBatching" = "True" }
Blend SrcAlpha OneMinusSrcAlpha
// Compose effect on camera target (optimal quad blit)
Pass
{
ZWrite Off
ZTest [_ZTest]
Cull Off // [_Cull]
Stencil {
Ref 2
Comp NotEqual
Pass keep
ReadMask 2
WriteMask 2
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal);
fixed4 _Color;
float3 _Flip;
fixed4 _Debug;
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);
fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal, i.scrPos.xy/i.scrPos.w);
fixed4 color = _Color;
color.a *= outline.r;
color += _Debug;
color.a = saturate(color.a);
return color;
}
ENDCG
}
// Compose effect on camera target (full-screen blit)
Pass
{
ZWrite Off
ZTest Always //[_ZTest]
Cull Off // [_Cull]
Stencil {
Ref 2
Comp NotEqual
Pass keep
ReadMask 2
WriteMask 2
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
float4 _MainTex_ST;
fixed4 _Color;
float3 _Flip;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv : 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.uv = UnityStereoScreenSpaceUVAdjust(v.uv, _MainTex_ST);
o.uv.y = _Flip.x + o.uv.y * _Flip.y;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
fixed4 color = _Color;
color.a *= outline.r;
color = saturate(color);
return color;
}
ENDCG
}
}
}