// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "MiniMapEffect/MapOutline" { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) PixelSnap ("Pixel snap", Float) = 1 // Add values to determine if outlining is enabled and outline color. _Outline ("Outline", Float) = 1 _OutlineColor("Outline Color", Color) = (1,1,1,1) _TexelSizeX ("TexelSizeX", Float) = 1 _TexelSizeY ("TexelSizeY", Float) = 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; //fixed4 _MainTex_TexelSize; float _TexelSizeX; float _TexelSizeY; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(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; 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) { // Get the neighbouring four pixels. fixed4 pixelUp = tex2D(_MainTex, IN.texcoord + fixed2(0, _TexelSizeY)); fixed4 pixelDown = tex2D(_MainTex, IN.texcoord - fixed2(0, _TexelSizeY)); fixed4 pixelRight = tex2D(_MainTex, IN.texcoord + fixed2(_TexelSizeX, 0)); fixed4 pixelLeft = tex2D(_MainTex, IN.texcoord - fixed2(_TexelSizeX, 0)); // && // pixelDown.rgba == fixed4(0, 0, 0, 1) && // pixelRight.rgba == fixed4(0, 0, 0, 1) && // pixelLeft.rgba == fixed4(0, 0, 0, 1) if (pixelUp.r == pixelDown.r == pixelRight.r == pixelLeft.r) { pixelUp.a = 0; } // If one of the neighbouring pixels is invisible, we render an outline. if (pixelUp.a * pixelDown.a * pixelRight.a * pixelLeft.a == 0) { c.rgba = fixed4(1, 1, 1, 0.5f) * _OutlineColor; } } c.rgb *= c.a; return c; } ENDCG } } }