65 lines
3.1 KiB
HLSL
65 lines
3.1 KiB
HLSL
#ifndef SPINE_OUTLINE_COMMON_INCLUDED
|
|
#define SPINE_OUTLINE_COMMON_INCLUDED
|
|
|
|
float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
|
|
float2 uv, float vertexColorAlpha,
|
|
float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
|
|
float OutlineSmoothness, float ThresholdEnd, float OutlineOpaqueAlpha, float4 OutlineColor) {
|
|
|
|
float4 texColor = fixed4(0, 0, 0, 0);
|
|
|
|
#if !_USE_SCREENSPACE_OUTLINE_WIDTH
|
|
// constant width in texture space
|
|
float outlineWidthCompensated = OutlineWidth / (OutlineReferenceTexWidth * mainTextureTexelSize.x);
|
|
float xOffset = mainTextureTexelSize.x * outlineWidthCompensated;
|
|
float yOffset = mainTextureTexelSize.y * outlineWidthCompensated;
|
|
#else
|
|
float2 ddxUV = ddx(uv);
|
|
float2 ddyUV = ddy(uv);
|
|
float2 ddu = float2(ddxUV.x, ddyUV.x);
|
|
float2 ddv = float2(ddxUV.y, ddyUV.y);
|
|
float widthScale = OutlineWidth * _ScreenParams.x / OutlineReferenceTexWidth;
|
|
float xOffset = length(ddu) * widthScale;
|
|
float yOffset = length(ddv) * widthScale;
|
|
#endif
|
|
float xOffsetDiagonal = xOffset * 0.7;
|
|
float yOffsetDiagonal = yOffset * 0.7;
|
|
|
|
float pixelCenter = tex2D(mainTexture, uv).a;
|
|
|
|
float4 uvCenterWithLod = float4(uv, 0, OutlineMipLevel);
|
|
float pixelTop = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, yOffset, 0, 0)).a;
|
|
float pixelBottom = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, -yOffset, 0, 0)).a;
|
|
float pixelLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffset, 0, 0, 0)).a;
|
|
float pixelRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffset, 0, 0, 0)).a;
|
|
#if _USE8NEIGHBOURHOOD_ON
|
|
float numSamples = 8;
|
|
float pixelTopLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
|
|
float pixelTopRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
|
|
float pixelBottomLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
|
|
float pixelBottomRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
|
|
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight +
|
|
pixelTopLeft + pixelTopRight + pixelBottomLeft + pixelBottomRight)
|
|
* vertexColorAlpha / numSamples;
|
|
#else // 4 neighbourhood
|
|
float numSamples = 4;
|
|
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples;
|
|
#endif
|
|
float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);
|
|
float outlineAlpha = saturate(saturate((average - thresholdStart) / (ThresholdEnd - thresholdStart)) - pixelCenter);
|
|
outlineAlpha = pixelCenter > OutlineOpaqueAlpha ? 0 : outlineAlpha;
|
|
return lerp(texColor, OutlineColor, outlineAlpha);
|
|
}
|
|
|
|
float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
|
|
float2 uv, float vertexColorAlpha,
|
|
float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
|
|
float OutlineSmoothness, float ThresholdEnd, float4 OutlineColor) {
|
|
|
|
return computeOutlinePixel(mainTexture, mainTextureTexelSize,
|
|
uv, vertexColorAlpha, OutlineWidth, OutlineReferenceTexWidth, OutlineMipLevel,
|
|
OutlineSmoothness, ThresholdEnd, 1.0, OutlineColor);
|
|
}
|
|
|
|
#endif
|