Taken from http://nielson.io/2016/04/2d-sprite-outlines-in-unity/ for safe keeping
Created
August 24, 2016 06:53
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Sprite outlines shader
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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); | |
} | |
} |
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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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