BITFALL/Assets/Plugins/Trails FX/Resources/TrailsFX/TrailEffectOutline.shader

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Shader "TrailsFX/Effect/Outline" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_NormalThreshold("Normal Threshold", Float) = 0.1
_Cull ("Cull", Int) = 2
}
SubShader
{
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
Pass
{
Stencil {
Ref 2
ReadMask 2
Comp NotEqual
Pass replace
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
#pragma multi_compile_local _ TRAIL_INTERPOLATE
#pragma multi_compile_local _ TRAIL_MASK
#pragma multi_compile_local _ TRAIL_LOCAL
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 norm : NORMAL;
#if TRAIL_MASK
float2 uv : TEXCOORD0;
#endif
#if TRAIL_INTERPOLATE
float4 prevVertex : TEXCOORD1;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
#if TRAIL_MASK
float2 uv : TEXCOORD0;
#endif
float3 wsNorm : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
#if TRAIL_INTERPOLATE
UNITY_DEFINE_INSTANCED_PROP(half, _SubFrameKeys)
#endif
#if TRAIL_LOCAL
UNITY_DEFINE_INSTANCED_PROP(float4x4, _ParentMatrices)
#endif
UNITY_INSTANCING_BUFFER_END(Props)
sampler2D _MaskTex;
float4 _MaskTex_ST;
float4x4 _PivotMatrix;
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);
float4 vertex = v.vertex;
#if TRAIL_INTERPOLATE
half key = UNITY_ACCESS_INSTANCED_PROP(Props, _SubFrameKeys);
vertex.xyz = lerp(v.prevVertex.xyz, vertex.xyz, key);
#endif
#if TRAIL_LOCAL
vertex = mul(unity_ObjectToWorld, vertex);
float4x4 parentMatrix = UNITY_ACCESS_INSTANCED_PROP(Props, _ParentMatrices);
vertex = mul(parentMatrix, vertex);
vertex = mul(_PivotMatrix, vertex);
o.pos = mul(UNITY_MATRIX_VP, vertex);
#else
o.pos = UnityObjectToClipPos(vertex);
#endif
o.wsNorm = UnityObjectToWorldNormal(v.norm);
#if TRAIL_MASK
o.uv = TRANSFORM_TEX(v.uv, _MaskTex);
#endif
return o;
}
float _NormalThreshold;
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 col = UNITY_ACCESS_INSTANCED_PROP(Props, _Colors);
fixed dx = saturate(dot(fwidth(i.wsNorm), 1.0.xxx) / _NormalThreshold);
col *= dx;
#if TRAIL_MASK
fixed4 mask = tex2D(_MaskTex, i.uv);
col.a *= mask.r;
#endif
return col;
}
ENDCG
}
}
}