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- Shader "Custom/OutlineText"
- {
- Properties
- {
- _MainTex ("Font Texture", 2D) = "white" {}
- _OutlineColor("Outline Color", Color) = (0,0,0,1)
- _OutlineSize("Outline Size", Float) = 1.0
- }
-
- SubShader
- {
- Tags { "Queue"="Transparent" }
- Lighting Off
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _OutlineColor;
- float _OutlineSize;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
-
- half4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- fixed4 outline = tex2D(_MainTex, i.uv + float2(_OutlineSize, 0));
- outline += tex2D(_MainTex, i.uv + float2(0, _OutlineSize));
- outline += tex2D(_MainTex, i.uv + float2(-_OutlineSize, 0));
- outline += tex2D(_MainTex, i.uv + float2(0, -_OutlineSize));
- col = lerp(col, _OutlineColor, outline.a); // Adjust blending as needed
- return col;
- }
- ENDCG
- }
- }
- }
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