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Shader "Sprites/Icon Outline Color"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_OutlineColor ("Outline Color",Color) = (1,1,1,0.5)
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
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SubShader
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Pass
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fixed4 _OutlineColor;
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{
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fixed4 color = SampleSpriteTexture(IN.texcoord);
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{
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color.rgba = _OutlineColor;
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}
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color *= IN.color;
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color.rgb *= color.a;
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return color;
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ENDCG
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Shader "UI/Icon Outline Color"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_OutlineColor("Outline Color", Color) = (1.0,1.0,1.0,0.5)
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_StencilComp ("Stencil Comparison", Float) = 8
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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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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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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half2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 _ClipRect;
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v2f OUT;
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return OUT;
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sampler2D _MainTex;
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half4 _OutlineColor;
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
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//Find pure white outline
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if (color.r >= 0.97 && color.b >= 0.97 && color.g >= 0.97 && color.a >= 0.97)
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{
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color.rgba = _OutlineColor;
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color *= IN.color;
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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