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November 11, 2021 06:47
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Shader "Custom/SquareOutline" | |
{ | |
Properties | |
{ | |
_Color ("Tint Color", Color) = (1,1,1,1) | |
_MainTex ("Texture", 2D) = "white" {} | |
_BorderThickness ("Falloff", Range(0.0, 2.0)) = 0.1 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue" = "Geometry-1" | |
} | |
LOD 200 | |
Pass | |
{ | |
Blend ZERO ONE | |
Offset 1,-1000 | |
ZTest off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
float _BorderThickness; | |
struct VIn | |
{ | |
float4 vertex : POSITION; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct VOut | |
{ | |
float4 vertex : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
VOut vert(VIn vin) | |
{ | |
VOut vout; | |
vout.vertex = UnityObjectToClipPos(vin.vertex); | |
vout.uv = vin.texcoord; | |
return vout; | |
} | |
float4 frag(VOut vout) : COLOR | |
{ | |
const float border = step(1 - _BorderThickness, vout.uv.y) | |
+ step(1 - _BorderThickness, vout.uv.x) | |
+ step(1 - _BorderThickness, 1 - vout.uv.y) | |
+ step(1 - _BorderThickness, 1 - vout.uv.x); | |
clip(-border); | |
return float4(0, 0, 0, 1); | |
} | |
ENDCG | |
} | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
fixed4 _Color; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o, o.vertex); | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv) * _Color; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
FallBack "Transparent/VertexLit" | |
} |
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