Text Outline
From Unify Community Wiki
(Difference between revisions)
(canvas groups alpha proper handling) |
(proper handling of user uvs min / max (got a version on the side for liberating humanity from needing fonts padding and it sometimes leave leftovers)) |
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/*[PerRendererData]*/ _Sampling_UV_MAX_X ( " Sampling UV Max X", Range( 0.0, 1.0 ) ) = 1.0 | /*[PerRendererData]*/ _Sampling_UV_MAX_X ( " Sampling UV Max X", Range( 0.0, 1.0 ) ) = 1.0 | ||
/*[PerRendererData]*/ _Sampling_UV_MIN_Y ( " Sampling UV Min Y", Range( 0.0, 1.0 ) ) = 0.0 | /*[PerRendererData]*/ _Sampling_UV_MIN_Y ( " Sampling UV Min Y", Range( 0.0, 1.0 ) ) = 0.0 | ||
− | /*[PerRendererData]*/ _Sampling_UV_MAX_Y ( " Sampling UV Max Y", Range( 0.0, 1.0 ) ) = | + | /*[PerRendererData]*/ _Sampling_UV_MAX_Y ( " Sampling UV Max Y", Range( 0.0, 1.0 ) ) = 1.0 |
[HideInInspector]_StencilComp ( "Stencil Comparison", Float ) = 8 | [HideInInspector]_StencilComp ( "Stencil Comparison", Float ) = 8 | ||
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float4 vertex : SV_POSITION; | float4 vertex : SV_POSITION; | ||
float2 uv : TEXCOORD0; | float2 uv : TEXCOORD0; | ||
− | |||
float2 uv_local : TEXCOORD1; | float2 uv_local : TEXCOORD1; | ||
+ | float4 color : COLOR; | ||
}; | }; | ||
+ | static const fixed4 color_one = fixed4( 1.0f, 1.0f, 1.0f, 1.0f ); | ||
static const fixed4 color_zero = fixed4( 0.0f, 0.0f, 0.0f, 0.0f ); | static const fixed4 color_zero = fixed4( 0.0f, 0.0f, 0.0f, 0.0f ); | ||
static const fixed alpha_threshold = 0.25f; | static const fixed alpha_threshold = 0.25f; | ||
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fixed GetOutlineAlpha( v2f i, fixed a, bool exterior ) | fixed GetOutlineAlpha( v2f i, fixed a, bool exterior ) | ||
{ | { | ||
+ | fixed alpha = -1.0f; | ||
+ | |||
bool valid_context = exterior ? ( a < alpha_threshold ) : ( a > alpha_threshold ); | bool valid_context = exterior ? ( a < alpha_threshold ) : ( a > alpha_threshold ); | ||
+ | |||
if ( valid_context ) | if ( valid_context ) | ||
{ | { | ||
Line 159: | Line 163: | ||
fixed2 uv; | fixed2 uv; | ||
− | |||
fixed2 uv_offset; | fixed2 uv_offset; | ||
fixed4 sampling; | fixed4 sampling; | ||
Line 166: | Line 169: | ||
for( int x = -_Thickness; x <= _Thickness; ++x ) | for( int x = -_Thickness; x <= _Thickness; ++x ) | ||
{ | { | ||
− | + | if( ( x < 0 ) && ( i.uv_local.x <= _Sampling_UV_MIN_X ) ) continue; | |
− | + | if( ( x > 0 ) && ( i.uv_local.x >= _Sampling_UV_MAX_X ) ) break; | |
− | if( ( | + | |
for( int y = -_Thickness; y <= _Thickness; ++y ) | for( int y = -_Thickness; y <= _Thickness; ++y ) | ||
{ | { | ||
+ | if( ( y < 0 ) && ( i.uv_local.y <= _Sampling_UV_MIN_Y ) ) continue; | ||
+ | if( ( y > 0 ) && ( i.uv_local.y >= _Sampling_UV_MAX_Y ) ) break; | ||
+ | |||
+ | uv_offset.x = x * texel_w; | ||
uv_offset.y = y * texel_h; | uv_offset.y = y * texel_h; | ||
− | + | uv = i.uv + uv_offset; | |
− | + | sampling = Sample( _MainTex, uv, i.uv_local, 0 ); | |
− | + | ||
− | uv | + | |
− | + | ||
− | sampling = Sample( _MainTex, uv, uv_local, 0 ); | + | |
bool outline = exterior ? ( sampling.a >= alpha_threshold ) : ( sampling.a <= alpha_threshold ); | bool outline = exterior ? ( sampling.a >= alpha_threshold ) : ( sampling.a <= alpha_threshold ); | ||
Line 188: | Line 190: | ||
} | } | ||
} | } | ||
− | + | ||
if( min_dst < 1.0e38f ) | if( min_dst < 1.0e38f ) | ||
{ | { | ||
− | + | alpha = 1.0f - ( clamp( ( min_dst ) / ( _Thickness * _Thickness ), 0.0f, 1.0f ) ); | |
− | + | ||
} | } | ||
} | } | ||
− | return | + | return alpha; |
} | } | ||
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fixed4 frag( v2f i ) : SV_Target | fixed4 frag( v2f i ) : SV_Target | ||
{ | { | ||
− | fixed4 output = Sample( _MainTex, i.uv, i.uv_local, | + | fixed4 output = Sample( _MainTex, i.uv, i.uv_local, 0 ); |
if( _Exterior > 0.0f ) | if( _Exterior > 0.0f ) |
Revision as of 19:26, 2 November 2020
Author: Serge Billault
Contents |
Description
Text outlining with independantly selectable interior and exterior. The pixel being rendered sample its surrounding according to outline _Thickness (in pixels) and deduce the outline alpha from the distance with the nearest outline inducing texture texel.
Preview
Code ( UI_TextOutline.shader )
Shader "Unlit/UITextOutline" { Properties { /* */ _MainTex ( " Texture", 2D ) = "white" {} /*[PerRendererData]*/ _OutlineColor( " Outline Color", Color ) = ( 0.0, 0.0, 0.0, 1.0 ) /*[PerRendererData]*/ _Thickness ( " Thickness", Range( 1.0, 16.0 ) ) = 2.1 /*[PerRendererData]*/[MaterialToggle] _Exterior ( " Exterior", Float ) = 1.0 /*[PerRendererData]*/[MaterialToggle] _Interior ( " Interior", Float ) = 0.0 /*[PerRendererData]*/ _Sampling_UV_MIN_X ( " Sampling UV Min X", Range( 0.0, 1.0 ) ) = 0.0 /*[PerRendererData]*/ _Sampling_UV_MAX_X ( " Sampling UV Max X", Range( 0.0, 1.0 ) ) = 1.0 /*[PerRendererData]*/ _Sampling_UV_MIN_Y ( " Sampling UV Min Y", Range( 0.0, 1.0 ) ) = 0.0 /*[PerRendererData]*/ _Sampling_UV_MAX_Y ( " Sampling UV Max Y", Range( 0.0, 1.0 ) ) = 1.0 [HideInInspector]_StencilComp ( "Stencil Comparison", Float ) = 8 [HideInInspector]_Stencil ( "Stencil ID", Float ) = 0 [HideInInspector]_StencilOp ( "Stencil Operation", Float ) = 0 [HideInInspector]_StencilWriteMask( "Stencil Write Mask", Float ) = 255 [HideInInspector]_StencilReadMask ( "Stencil Read Mask", Float ) = 255 [HideInInspector]_ColorMask ( "Color Mask", Float ) = 15 } SubShader { //**************************************************************************************************** // //**************************************************************************************************** Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } //**************************************************************************************************** // //**************************************************************************************************** Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } //**************************************************************************************************** // //**************************************************************************************************** Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] ColorMask [_ColorMask] Blend SrcAlpha OneMinusSrcAlpha //**************************************************************************************************** // //**************************************************************************************************** Pass { CGPROGRAM //******************************************************************************************** // //******************************************************************************************** #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" //******************************************************************************************** // //******************************************************************************************** struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float2 uv_local : TEXCOORD1; float4 color : COLOR; }; static const fixed4 color_one = fixed4( 1.0f, 1.0f, 1.0f, 1.0f ); static const fixed4 color_zero = fixed4( 0.0f, 0.0f, 0.0f, 0.0f ); static const fixed alpha_threshold = 0.25f; static const fixed2 quads_uvs [ 4 ] = { fixed2( 0.0f, 1.0f ), fixed2( 1.0f, 1.0f ), fixed2( 1.0f, 0.0f ), fixed2( 0.0f, 0.0f ) }; //******************************************************************************************** // //******************************************************************************************** sampler2D _MainTex; fixed4 _MainTex_TexelSize; fixed4 _MainTex_ST; fixed4 _OutlineColor; fixed _Thickness; fixed _Exterior; fixed _Interior; fixed _Sampling_UV_MIN_X; fixed _Sampling_UV_MAX_X; fixed _Sampling_UV_MIN_Y; fixed _Sampling_UV_MAX_Y; //******************************************************************************************** // //******************************************************************************************** fixed4 Sample( sampler2D smplr, fixed2 uv, fixed2 uv_local, int lod ) { if( lod < 0 ) { return tex2D( smplr, uv ); } return tex2Dlod( smplr, fixed4( uv.x, uv.y, 0, lod ) ); } //******************************************************************************************** // //******************************************************************************************** fixed GetOutlineAlpha( v2f i, fixed a, bool exterior ) { fixed alpha = -1.0f; bool valid_context = exterior ? ( a < alpha_threshold ) : ( a > alpha_threshold ); if ( valid_context ) { fixed texel_w = _MainTex_TexelSize.x; fixed texel_h = _MainTex_TexelSize.y; fixed min_dst = 1.0e38f; fixed2 uv; fixed2 uv_offset; fixed4 sampling; fixed dst; for( int x = -_Thickness; x <= _Thickness; ++x ) { if( ( x < 0 ) && ( i.uv_local.x <= _Sampling_UV_MIN_X ) ) continue; if( ( x > 0 ) && ( i.uv_local.x >= _Sampling_UV_MAX_X ) ) break; for( int y = -_Thickness; y <= _Thickness; ++y ) { if( ( y < 0 ) && ( i.uv_local.y <= _Sampling_UV_MIN_Y ) ) continue; if( ( y > 0 ) && ( i.uv_local.y >= _Sampling_UV_MAX_Y ) ) break; uv_offset.x = x * texel_w; uv_offset.y = y * texel_h; uv = i.uv + uv_offset; sampling = Sample( _MainTex, uv, i.uv_local, 0 ); bool outline = exterior ? ( sampling.a >= alpha_threshold ) : ( sampling.a <= alpha_threshold ); if ( outline ) { dst = ( x * x ) + ( y * y ); if( min_dst > dst ) min_dst = dst; } } } if( min_dst < 1.0e38f ) { alpha = 1.0f - ( clamp( ( min_dst ) / ( _Thickness * _Thickness ), 0.0f, 1.0f ) ); } } return alpha; } //******************************************************************************************** // //******************************************************************************************** v2f vert( appdata v, uint id : SV_VertexID ) { v2f o; o.vertex = UnityObjectToClipPos( v.vertex ); o.uv = TRANSFORM_TEX( v.uv, _MainTex ); o.color = v.color; o.uv_local = quads_uvs[ id & 3 ]; return o; } //******************************************************************************************** // //******************************************************************************************** fixed4 frag( v2f i ) : SV_Target { fixed4 output = Sample( _MainTex, i.uv, i.uv_local, 0 ); if( _Exterior > 0.0f ) { fixed outline_alpha = GetOutlineAlpha( i, output.a, true ); if( outline_alpha > 0.0f ) { return fixed4( _OutlineColor.rgb, _OutlineColor.a * outline_alpha * i.color.a ); } } if( _Interior > 0.0f ) { fixed outline_alpha = GetOutlineAlpha( i, output.a, false ); if( outline_alpha > 0.0f ) { fixed4 material_color = fixed4( i.color.rgb, 1.0f ); fixed4 result = lerp( material_color, _OutlineColor, outline_alpha ); return fixed4( result.rgb, result.a * i.color.a ); } } output = fixed4( i.color.rgb, output.a * i.color.a ); return output; } ENDCG } } Fallback "UI/Default" }
License
Well, it's one of my first shaders, so... . Planet free.