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- Shader "Custom/Outlight"
- {
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- _LightColor("Light Color", Color) = (1.0, 1.0, 1.0, 1.0)
- _Size("Size", Float) = 1
- }
- SubShader{
- Blend SrcAlpha OneMinusSrcAlpha
- CGINCLUDE
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv: TEXCOORD0;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- half4 _MainTex_TexelSize;
- float4 _LightColor;
- float _Size;
- ENDCG
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- v2f vert(appdata_img IN)
- {
- v2f OUT;
- OUT.pos = UnityObjectToClipPos(IN.vertex);
- OUT.uv = TRANSFORM_TEX(IN.texcoord, _MainTex);
- return OUT;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- fixed4 color = tex2D(_MainTex, IN.uv);
- fixed4 c = _LightColor;
- float sum = tex2D(_MainTex, IN.uv).a;
- for (float i = 1.0; i <= _Size; i += 1.0) {
- sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(i, 0)).a;
- sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(-1.0 * i, 0)).a;
- sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(0, 1.0 * i)).a;
- sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(0, -1.0 * i)).a;
- }
- c.a = sum / (4.0 * _Size + 1.0);
- return step(0.1, color.a) * color + step(0.1, 1.0 - color.a) * c;
- }
- ENDCG
- }
- }
- }
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