43 lines
2.3 KiB
Plaintext
43 lines
2.3 KiB
Plaintext
#ifndef SPINE_OUTLINE_COMMON_INCLUDED
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#define SPINE_OUTLINE_COMMON_INCLUDED
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float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
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float2 uv, float vertexColorAlpha,
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float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
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float OutlineSmoothness, float ThresholdEnd, float4 OutlineColor) {
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float4 texColor = fixed4(0, 0, 0, 0);
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float outlineWidthCompensated = OutlineWidth / (OutlineReferenceTexWidth * mainTextureTexelSize.x);
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float xOffset = mainTextureTexelSize.x * outlineWidthCompensated;
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float yOffset = mainTextureTexelSize.y * outlineWidthCompensated;
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float xOffsetDiagonal = mainTextureTexelSize.x * outlineWidthCompensated * 0.7;
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float yOffsetDiagonal = mainTextureTexelSize.y * outlineWidthCompensated * 0.7;
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float pixelCenter = tex2D(mainTexture, uv).a;
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float4 uvCenterWithLod = float4(uv, 0, OutlineMipLevel);
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float pixelTop = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, yOffset, 0, 0)).a;
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float pixelBottom = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, -yOffset, 0, 0)).a;
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float pixelLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffset, 0, 0, 0)).a;
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float pixelRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffset, 0, 0, 0)).a;
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#if _USE8NEIGHBOURHOOD_ON
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float numSamples = 8;
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float pixelTopLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
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float pixelTopRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
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float pixelBottomLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
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float pixelBottomRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
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float average = (pixelTop + pixelBottom + pixelLeft + pixelRight +
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pixelTopLeft + pixelTopRight + pixelBottomLeft + pixelBottomRight)
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* vertexColorAlpha / numSamples;
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#else // 4 neighbourhood
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float numSamples = 1;
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float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples;
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#endif
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float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);
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float outlineAlpha = saturate((average - thresholdStart) / (ThresholdEnd - thresholdStart)) - pixelCenter;
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return lerp(texColor, OutlineColor, outlineAlpha);
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}
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#endif
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