| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 |
- Shader "Custom/Outlight"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _LightColor ("Light Color", Color) = (1.0, 1.0, 1.0, 1.0)
- _Size ("Size", Int) = 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;
- int _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 (int i = 1; i <= _Size; i ++) {
- sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(i, 0)).a;
- sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(-1 * i, 0)).a;
- sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(0, 1 * i)).a;
- sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(0, -1 * i)).a;
- }
- c.a = sum / (4 * _Size + 1);
- return step(0.1, color.a) * color + step(0.1, 1-color.a) * c;
- }
- ENDCG
- }
- }
- }
|