http://blog.csdn.net/lyh916/article/details/51487918
Properties
{
_MainTex ("Texture", 2D) ="white"{}
_OffsetUV ("OffsetUV", Range(0, 1)) = 0.1
_EdgeColor ("EdgeColor", Color) = (1, 0, 0, 1)
_AlphaTreshold ("Treshold", Range(0, 1)) = 0.5
}
SubShader
{
Tags {"Queue"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
structappdata
{
float4 vertex : POSITION;
fixed2 uv : TEXCOORD0;
};
structv2f
{
float4 vertex : SV_POSITION;
fixed2 uv[5] : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed_OffsetUV;
fixed4 _EdgeColor;
fixed_AlphaTreshold;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv[0] = v.uv;
o.uv[1] = v.uv + fixed2(0, _OffsetUV);//up
o.uv[2] = v.uv + fixed2(-_OffsetUV, 0);//left
o.uv[3] = v.uv + fixed2(0, -_OffsetUV);//bottom
o.uv[4] = v.uv + fixed2(_OffsetUV, 0);//right
returno;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 original = tex2D(_MainTex, i.uv[0]);
fixedalpha = original.a;
fixedp1 = tex2D(_MainTex, i.uv[1]).a;
fixedp2 = tex2D(_MainTex, i.uv[2]).a;
fixedp3 = tex2D(_MainTex, i.uv[3]).a;
fixedp4 = tex2D(_MainTex, i.uv[4]).a;
alpha = p1 + p2 + p3 + p4 + alpha;
alpha /= 5;
if(alpha < _AlphaTreshold) original.rgb = _EdgeColor.rgb;
returnoriginal;
}
ENDCG
}
}
}