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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/EdgeCheck"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _WaveTex ("Wave Texture", 2D) = "black" {}
- _Color ("Edge Line Color", Color) = (0,1,1,0)
- }
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- 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;
- float2 texcoord : TEXCOORD1;
- float2 texcoord1 : TEXCOORD2;
- };
- sampler2D _WaveTex;
- uniform half4 _WaveTex_ST;
- uniform half4 _WaveTex1_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- o.texcoord = TRANSFORM_TEX(v.uv,_WaveTex);
- o.texcoord1 = TRANSFORM_TEX(v.uv,_WaveTex1);
- return o;
- }
-
- sampler2D _MainTex;
- fixed4 _Color;
- uniform fixed _Offset;
- uniform fixed _delta;
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- fixed4 colABlock = tex2D(_MainTex,i.uv+fixed2(_Offset,-_Offset));
- fixed col_L = Luminance(col.rgb);
- fixed colABlock_L = Luminance(colABlock.rgb);
- fixed4 mask = tex2D(_WaveTex,i.texcoord);
- fixed4 mask1 = tex2D(_WaveTex,i.texcoord1);
- // if(abs(col_L - colABlock_L) > _delta){
- // col = _Color * mask.a + col * (1-mask.a);
- // }
- // col = _Color * mask.r + col * (1-mask.r);
- fixed blockValue = 1 - (abs(col_L - colABlock_L) - _delta)*(1/_delta)*2;
- blockValue = clamp(blockValue ,0,1);
- col = lerp(col,_Color,(1-blockValue)*(mask.a+mask1.a));
- col = _Color * mask.r + col * (1-mask.r);
- // colABlock = tex2D(_MainTex,i.uv+fixed2(0.0015,0.0015));
- // colABlock_L = Luminance(colABlock.rgb);
- // if(abs(col_L - colABlock_L) > 0.1){
- // col = _Color;
- // }
- // col = fixed4(colNextBlock_L,colNextBlock_L,colNextBlock_L,0);
- // just invert the colors
- return col;
- }
- ENDCG
- }
- }
- }
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