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- Shader "UI/OutlightForImage"
- {
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- _LightColor("Light Color", Color) = (1,1,1,1)
- _Size("Glow Size", Float) = 1.0
- }
- SubShader
- {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- LOD 100
- // UI-friendly settings
- Cull Off
- ZWrite Off
- ZTest Always
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- float4 _LightColor;
- float _Size;
- v2f vert(appdata_t v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord;
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 color = tex2D(_MainTex, i.uv);
- fixed4 glow = _LightColor;
- float alphaSum = color.a;
- for (float j = 1.0; j <= _Size; j += 1.0)
- {
- alphaSum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(j, 0)).a;
- alphaSum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-j, 0)).a;
- alphaSum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(0, j)).a;
- alphaSum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(0, -j)).a;
- }
- glow.a = alphaSum / (4.0 * _Size + 1.0);
- // 如果原图有像素就显示原图,否则显示 glow
- return step(0.1, color.a) * color + step(0.1, 1.0 - color.a) * glow;
- }
- ENDCG
- }
- }
- }
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