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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "com.unity3d.animation/SpriteOutline"
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{
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Properties
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{
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_MainTex("Sprite Texture", 2D) = "white" {}
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_OutlineSize("Outline Size", Float) = 1
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_OutlineColor("Outline Color", Color) = (1,0,1,1)
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 clipUV : TEXCOORD1;
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};
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float _Outline;
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fixed4 _OutlineColor;
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uniform float4 _MainTex_ST;
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uniform float4x4 unity_GUIClipTextureMatrix;
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uniform bool _AdjustLinearForGamma;
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sampler2D _GUIClipTexture;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
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OUT.color = IN.color;
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float3 eyePos = UnityObjectToViewPos(IN.vertex);
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OUT.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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float4 _MainTex_TexelSize;
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fixed _OutlineSize;
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fixed4 _ObjectSize;
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fixed4 frag(v2f i) : SV_Target
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{
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if (tex2D(_GUIClipTexture, i.clipUV).a == 0)
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discard;
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float width = _OutlineSize*_MainTex_TexelSize.x;
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float height = _OutlineSize*_MainTex_TexelSize.y;
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float2 texPos = i.texcoord + float2(-width, -height);
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half a1 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
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texPos = i.texcoord + float2(0, -height);
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half a2 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
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texPos = i.texcoord + float2(+width, -height);
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half a3 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
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texPos = i.texcoord + float2(-width, 0);
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half a4 =texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
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texPos = i.texcoord + float2(+width, 0);
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half a6 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
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texPos = i.texcoord + float2(-width, +height);
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half a7 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
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texPos = i.texcoord + float2(0, +height);
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half a8 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
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texPos = i.texcoord + float2(+width, +height);
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half a9 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0;
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half gx = -a1 - a2 - a3 + a7 + a8 + a9;
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half gy = -a1 - a4 - a7 + a3 + a6 + a9;
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half w = sqrt(gx * gx + gy * gy) * 1.25;
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float4 c = _OutlineColor;
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if (w >= 1)
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{
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if (_AdjustLinearForGamma)
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c.rgb = LinearToGammaSpace(c.rgb);
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}
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else
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discard;
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return c;
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}
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ENDCG
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}
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}
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}
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