Shader "Sprites/Border" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 _LineColor ("Line Color", Color) = (1,1,1,1) _OutLineWidth ("_OutLineWidth", float) = 0.01 _BlurPower("_BlurPower", float) = 3 [MaterialToggle] NeedPic ("Need Pic", Float) = 1 _BlurColorMix("_BlurColorMix", float) = 1 _StepX ("_StepX", float) = 1 _StepY ("_StepY", float) = 1 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ NEEDPIC_ON #pragma shader_feature ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; fixed4 _LineColor; half _OutLineWidth; half _BlurPower; half _BlurColorMix; half _StepX; half _StepY; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA // get the color from an external texture (usecase: Alpha support for ETC1 on android) color.a = tex2D (_AlphaTex, uv).r; #endif //ETC1_EXTERNAL_ALPHA half xLength = _StepX * _OutLineWidth; half yLength = _StepY * _OutLineWidth; half weight = 0.1; half alpha = tex2D(_MainTex, uv + float2(xLength , 0)).a * weight; alpha += tex2D(_MainTex, uv + float2(-xLength , 0)).a * weight; alpha += tex2D(_MainTex, uv + float2( 0, yLength)).a * weight; alpha += tex2D(_MainTex, uv + float2( 0, -yLength)).a * weight; alpha += tex2D(_MainTex, uv + float2(xLength , yLength)).a * weight; alpha += tex2D(_MainTex, uv + float2(xLength , -yLength)).a * weight; alpha += tex2D(_MainTex, uv + float2(-xLength , yLength)).a * weight; alpha += tex2D(_MainTex, uv + float2(-xLength , -yLength)).a * weight; half4 outCol = _LineColor ; outCol.a = max(0,(alpha - color.a));//外侵蚀 outCol.a *= _BlurPower; fixed4 finalCol; //finalCol.rgb = outCol.rgb * outCol.a; //finalCol.a = outCol.a; finalCol.rgb = outCol.rgb * min(1, outCol.a); finalCol.a = min(1, outCol.a); #ifdef NEEDPIC_ON finalCol.rgb += color.rgb * step(outCol.a, 0); finalCol.a += lerp( outCol.a, color.a, _BlurColorMix); #endif return finalCol; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }