181 lines
4.8 KiB
Plaintext
181 lines
4.8 KiB
Plaintext
Shader "HighlightPlus/Geometry/ComposeOutline" {
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Properties {
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_MainTex ("Texture", Any) = "black" {}
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_Color("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
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_Cull("Cull Mode", Int) = 2
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_ZTest("ZTest Mode", Int) = 0
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_Flip("Flip", Vector) = (0, 1, 0)
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_Debug("Debug Color", Color) = (0,0,0,0)
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_OutlineStencilComp("Stencil Comp", Int) = 6
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_OutlineSharpness("Outline Sharpness", Float) = 1.0
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}
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SubShader
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{
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Tags { "Queue" = "Transparent+120" "RenderType" = "Transparent" "DisableBatching" = "True" }
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Blend SrcAlpha OneMinusSrcAlpha
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// Compose effect on camera target (optimal quad blit)
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Pass
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{
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ZWrite Off
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ZTest Always // [_ZTest]
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Cull Off // [_Cull]
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Stencil {
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Ref 2
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Comp [_OutlineStencilComp]
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Pass keep
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ReadMask 2
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WriteMask 2
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_local _ HP_ALL_EDGES
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#pragma multi_compile_local _ HP_MASK_CUTOUT
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#include "UnityCG.cginc"
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal);
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPSourceRT);
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float4 _HPSourceRT_TexelSize;
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fixed4 _Color;
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float3 _Flip;
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fixed4 _Debug;
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fixed _OutlineSharpness;
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#if HP_ALL_EDGES
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#define OUTLINE_SOURCE outline.g
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#else
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#define OUTLINE_SOURCE outline.r
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#endif
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float4 scrPos: TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.scrPos = ComputeScreenPos(o.pos);
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o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float2 uv = i.scrPos.xy/i.scrPos.w;
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fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal, uv);
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fixed4 color = _Color;
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color.a *= OUTLINE_SOURCE;
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#if HP_MASK_CUTOUT
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fixed4 maskN = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, 1) * _HPSourceRT_TexelSize.xy);
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fixed4 maskS = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(0, -1) * _HPSourceRT_TexelSize.xy);
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fixed4 maskW = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(-1, 0) * _HPSourceRT_TexelSize.xy);
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fixed4 maskE = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPSourceRT, uv + float2(1, 0) * _HPSourceRT_TexelSize.xy);
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color.a *= all(maskN.rgb==0) || all(maskS.rgb == 0) || all(maskW.rgb == 0) || all(maskE.rgb == 0);
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#endif
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color += _Debug;
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color.a = saturate(color.a);
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color.a = pow(color.a, _OutlineSharpness);
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return color;
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}
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ENDCG
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}
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// Compose effect on camera target (full-screen blit)
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Pass
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{
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ZWrite Off
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ZTest Always //[_ZTest]
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Cull Off // [_Cull]
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Stencil {
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Ref 2
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Comp [_OutlineStencilComp]
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Pass keep
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ReadMask 2
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WriteMask 2
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_local _ HP_ALL_EDGES
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#include "UnityCG.cginc"
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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float4 _MainTex_ST;
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fixed4 _Color;
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float3 _Flip;
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fixed _OutlineSharpness;
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#if HP_ALL_EDGES
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#define OUTLINE_SOURCE outline.g
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#else
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#define OUTLINE_SOURCE outline.r
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#endif
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = UnityStereoScreenSpaceUVAdjust(v.uv, _MainTex_ST);
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o.uv.y = _Flip.x + o.uv.y * _Flip.y;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
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fixed4 color = _Color;
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color.a *= OUTLINE_SOURCE;
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color = saturate(color);
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color.a = pow(color.a, _OutlineSharpness);
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return color;
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}
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ENDCG
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}
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}
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} |