2024-11-13 16:56:37 +08:00

94 lines
1.9 KiB
HLSL

#ifndef SPINE_OUTLINE_PASS_INCLUDED
#define SPINE_OUTLINE_PASS_INCLUDED
#include "UnityCG.cginc"
#ifdef SKELETON_GRAPHIC
#include "UnityUI.cginc"
#endif
#include "../../CGIncludes/Spine-Outline-Common.cginc"
sampler2D _MainTex;
float _OutlineWidth;
float4 _OutlineColor;
float4 _MainTex_TexelSize;
float _ThresholdEnd;
float _OutlineSmoothness;
float _OutlineOpaqueAlpha;
float _OutlineMipLevel;
int _OutlineReferenceTexWidth;
#ifdef SKELETON_GRAPHIC
float4 _ClipRect;
#endif
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float vertexColorAlpha : COLOR;
#ifdef SKELETON_GRAPHIC
float4 worldPosition : TEXCOORD1;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef SKELETON_GRAPHIC
VertexOutput vertOutlineGraphic(VertexInput v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex;
o.pos = UnityObjectToClipPos(o.worldPosition);
o.uv = v.uv;
#ifdef UNITY_HALF_TEXEL_OFFSET
o.pos.xy += (_ScreenParams.zw - 1.0) * float2(-1, 1);
#endif
o.vertexColorAlpha = v.vertexColor.a;
return o;
}
#else // !SKELETON_GRAPHIC
VertexOutput vertOutline(VertexInput v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColorAlpha = v.vertexColor.a;
return o;
}
#endif
float4 fragOutline(VertexOutput i) : SV_Target {
float4 texColor = computeOutlinePixel(_MainTex, _MainTex_TexelSize.xy, i.uv, i.vertexColorAlpha,
_OutlineWidth, _OutlineReferenceTexWidth, _OutlineMipLevel,
_OutlineSmoothness, _ThresholdEnd, _OutlineOpaqueAlpha, _OutlineColor);
#ifdef SKELETON_GRAPHIC
texColor *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
return texColor;
}
#endif // SPINE_OUTLINE_PASS_INCLUDED