Shader "Sprites/NtrIdolStar" { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _OutlineColor ("Outline Color", Color) = (0,0,0,0) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; fixed4 _OutlineColor; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; float _AlphaSplitEnabled; fixed4 SampleSpriteTexture (v2f i) { fixed4 col; fixed4 tex = tex2D(_MainTex, i.texcoord); col.rgb = i.color.rgb * tex.rgb; col.a = i.color.a * tex.a; return col; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN); float3 outlinedRGB = lerp(IN.color.rgb, _OutlineColor.rgb, 1 - c.r); c = fixed4(outlinedRGB.r, outlinedRGB.g, outlinedRGB.b, c.a); c.rgb *= c.a; return c; } ENDCG } } }