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- #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, float4 OutlineColor) {
- float4 texColor = fixed4(0, 0, 0, 0);
- float outlineWidthCompensated = OutlineWidth / (OutlineReferenceTexWidth * mainTextureTexelSize.x);
- float xOffset = mainTextureTexelSize.x * outlineWidthCompensated;
- float yOffset = mainTextureTexelSize.y * outlineWidthCompensated;
- float xOffsetDiagonal = mainTextureTexelSize.x * outlineWidthCompensated * 0.7;
- float yOffsetDiagonal = mainTextureTexelSize.y * outlineWidthCompensated * 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 = 1;
- float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples;
- #endif
- float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);
- float outlineAlpha = saturate((average - thresholdStart) / (ThresholdEnd - thresholdStart)) - pixelCenter;
- return lerp(texColor, OutlineColor, outlineAlpha);
- }
- #endif
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