Shader 稚童

简易UI描边效果(依托UI缩放)

2023-05-06  本文已影响0人  爱喝粥的西瓜

简单的搞了个UI描边效果,需求简单,UI的贴图都是规整的,所以整了个简单的效果进行尝试,不通用
shader代码

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "UI/SpriteOutline"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        _ColorLine("Line", Color) = (1,1,1,1)

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
        [PowerSlider(5)] _Test("Test",Range(0.8,5)) = 1
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                half4  mask : TEXCOORD2;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _ColorLine;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
            float _MaskSoftnessX;
            float _MaskSoftnessY;
            float _Test;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                float4 vPosition = UnityObjectToClipPos(v.vertex);
                OUT.worldPosition = v.vertex;
                OUT.vertex = vPosition;

                float2 pixelSize = vPosition.w;
                pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));

                float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
                float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
                OUT.texcoord = float4(v.texcoord.x, v.texcoord.y, maskUV.x, maskUV.y);
                OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + abs(pixelSize.xy)));

                OUT.color = v.color * _Color;
                return OUT;
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = (tex2D(_MainTex, IN.texcoord)) * IN.color;

                #ifdef UNITY_UI_CLIP_RECT
                half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                color.a *= m.x * m.y;
                #endif
                
                float2 dir = IN.texcoord - float2(0.5, 0.5);
                dir = float2(0.5, 0.5) + dir * _Test;

                half4 color2 = (tex2D(_MainTex, dir)) * IN.color;

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif
                
                _ColorLine.a = color.a;

                half4 color3 = lerp(_ColorLine,color2,color2.a);

                return color3;
            }
        ENDCG
        }
    }
}

实现的思路就是用uv相对于uv的中心点做了缩放,让贴上来的图在ui平面的表现上,产生了相对于中心店的大小偏差,求出了图片的粗糙边缘

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