Hi, I’m trying to combine two shaders on the same sprite but unfortunately after a lot of trial and error I can’t seem to figure it out.
Basically I have two shaders, one to mask a sprite using the stencil buffer, and another that applies an outline to a sprite.
Shader "Sprites/Custom/SpriteMasked"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", 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
Fog{ Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
Stencil
{
Ref 2
Comp equal
Pass replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
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;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
Shader "Sprites/Custom/SpriteMaskedOutline"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
// Add values to determine if outlining is enabled and outline color.
_Outline("Outline", Float) = 1
_OutlineColor("Outline Color", Color) = (1,1,1,1)
_OutlineSize("Outline Size", int) = 10
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog{ Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex SpriteVert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
float _Outline;
fixed4 _OutlineColor;
int _OutlineSize;
float4 _MainTex_TexelSize;
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
}
}
}
The image attached shows what I’m getting and what I’d like to get.
So basically my question is, how can I apply the outline shader with the results that I get from the stencil shader (combining the two)?
