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@bendangelo
Forked from mandarinx/README.md
Created January 8, 2021 11:19
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Sprite outlines shader
using UnityEngine;
[ExecuteInEditMode]
public class SpriteOutline : MonoBehaviour {
public Color color = Color.white;
[Range(0, 16)]
public int outlineSize = 1;
private SpriteRenderer spriteRenderer;
void OnEnable() {
spriteRenderer = GetComponent<SpriteRenderer>();
UpdateOutline(true);
}
void OnDisable() {
UpdateOutline(false);
}
void Update() {
UpdateOutline(true);
}
void UpdateOutline(bool outline) {
MaterialPropertyBlock mpb = new MaterialPropertyBlock();
spriteRenderer.GetPropertyBlock(mpb);
mpb.SetFloat("_Outline", outline ? 1f : 0);
mpb.SetColor("_OutlineColor", color);
mpb.SetFloat("_OutlineSize", outlineSize);
spriteRenderer.SetPropertyBlock(mpb);
}
}
Shader "Sprites/Outline"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
// Add values to determine if outlining is enabled and outline color.
[PerRendererData] _Outline("Outline", Float) = 0
[PerRendererData] _OutlineColor("Outline Color", Color) = (1,1,1,1)
[PerRendererData] _OutlineSize("Outline Size", int) = 1
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#pragma shader_feature ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
float _Outline;
fixed4 _OutlineColor;
int _OutlineSize;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float4 _MainTex_TexelSize;
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
color.a = tex2D(_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
// If outline is enabled and there is a pixel, try to draw an outline.
if (_Outline > 0 && c.a != 0) {
float totalAlpha = 1.0;
[unroll(16)]
for (int i = 1; i < _OutlineSize + 1; i++) {
fixed4 pixelUp = tex2D(_MainTex, IN.texcoord + fixed2(0, i * _MainTex_TexelSize.y));
fixed4 pixelDown = tex2D(_MainTex, IN.texcoord - fixed2(0,i * _MainTex_TexelSize.y));
fixed4 pixelRight = tex2D(_MainTex, IN.texcoord + fixed2(i * _MainTex_TexelSize.x, 0));
fixed4 pixelLeft = tex2D(_MainTex, IN.texcoord - fixed2(i * _MainTex_TexelSize.x, 0));
totalAlpha = totalAlpha * pixelUp.a * pixelDown.a * pixelRight.a * pixelLeft.a;
}
if (totalAlpha == 0) {
c.rgba = fixed4(1, 1, 1, 1) * _OutlineColor;
}
}
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
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