Merge branch '3.8' into 3.9-beta

This commit is contained in:
Harald Csaszar 2020-02-18 20:02:27 +01:00
commit 3a17f791d9

View File

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float4x4 World;
float4x4 View;
float4x4 Projection;
sampler TextureSampler : register(s0);
float _OutlineWidth = 3;
float4 _OutlineColor = float4(1, 1, 0, 1);
float _ThresholdEnd = 0.25;
float _OutlineSmoothness = 1.0;
float _OutlineMipLevel = 0;
// TODO: add effect parameters here.
struct VertexShaderInput
{
float4 Position : POSITION0;
float4 Color : COLOR0;
float4 TextureCoordinate : TEXCOORD0;
float4 Color2 : COLOR1;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float4 Color : COLOR0;
float4 TextureCoordinate : TEXCOORD0;
float4 Color2 : COLOR1;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.TextureCoordinate = input.TextureCoordinate;
output.Color = input.Color;
output.Color2 = input.Color2;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float4 texColor = tex2D(TextureSampler, input.TextureCoordinate);
float alpha = texColor.a * input.Color.a;
float4 output;
output.a = alpha;
output.rgb = ((texColor.a - 1.0) * input.Color2.a + 1.0 - texColor.rgb) * input.Color2.rgb + texColor.rgb * input.Color.rgb;
return output;
}
// Outline pass
#define _USE8NEIGHBOURHOOD_ON
float4 PixelShaderFunctionOutline(VertexShaderOutput i) : COLOR0
{
float4 texColor = float4(0,0,0,0);
float uvDeltaPerPixel = max(ddx(i.TextureCoordinate), ddy(i.TextureCoordinate));
float outlineWidthCompensated = _OutlineWidth * uvDeltaPerPixel;
float xOffset = outlineWidthCompensated;
float yOffset = outlineWidthCompensated;
float xOffsetDiagonal = outlineWidthCompensated * 0.7;
float yOffsetDiagonal = outlineWidthCompensated * 0.7;
float pixelCenter = tex2D(TextureSampler, i.TextureCoordinate).a;
float4 uvCenterWithLod = float4(i.TextureCoordinate.xy, 0, _OutlineMipLevel);
float pixelTop = tex2Dlod(TextureSampler, uvCenterWithLod + float4(0, yOffset, 0, 0)).a;
float pixelBottom = tex2Dlod(TextureSampler, uvCenterWithLod + float4(0, -yOffset, 0, 0)).a;
float pixelLeft = tex2Dlod(TextureSampler, uvCenterWithLod + float4(-xOffset, 0, 0, 0)).a;
float pixelRight = tex2Dlod(TextureSampler, uvCenterWithLod + float4(xOffset, 0, 0, 0)).a;
#ifdef _USE8NEIGHBOURHOOD_ON
float numSamples = 8;
float pixelTopLeft = tex2Dlod(TextureSampler, uvCenterWithLod + float4(-xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
float pixelTopRight = tex2Dlod(TextureSampler, uvCenterWithLod + float4(xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
float pixelBottomLeft = tex2Dlod(TextureSampler, uvCenterWithLod + float4(-xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
float pixelBottomRight = tex2Dlod(TextureSampler, uvCenterWithLod + float4(xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight +
pixelTopLeft + pixelTopRight + pixelBottomLeft + pixelBottomRight)
* i.Color.a / numSamples;
#else // 4 neighbourhood
float numSamples = 1;
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * i.Color.a / numSamples;
#endif
float thresholdStart = _ThresholdEnd * (1.0 - _OutlineSmoothness);
float outlineAlpha = saturate((average - thresholdStart) / (_ThresholdEnd - thresholdStart)) - pixelCenter;
texColor.rgba = lerp(texColor, _OutlineColor, outlineAlpha);
return texColor;
}
technique Technique1
{
pass OutlinePass
{
// TODO: set renderstates here.
VertexShader = compile vs_3_0 VertexShaderFunction();
PixelShader = compile ps_3_0 PixelShaderFunctionOutline();
}
pass Pass2
{
// TODO: set renderstates here.
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}