NG_/Shader/GlowText.shader

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2024-12-13 18:49:44 +08:00
Shader "Custom/GlowText"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_GlowColor ("Glow Color", Color) = (1, 1, 1, 1)
_GlowIntensity ("Glow Intensity", Float) = 1.0
_GlowRadius ("Glow Radius", Float) = 0.1
}
SubShader
{
Tags { "Queue"="Overlay" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
// 材质属性
sampler2D _MainTex;
float4 _GlowColor;
float _GlowIntensity;
float _GlowRadius;
// 简单的距离函数来计算发光效果
float DistanceToEdge(float2 uv)
{
// 假设文本为白色,透明背景,计算距离非透明区域
float alpha = tex2D(_MainTex, uv).a;
return alpha;
}
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag(v2f i) : COLOR
{
// 获取原始文本的颜色
half4 texColor = tex2D(_MainTex, i.uv);
// 如果文本是透明的,则返回原色
if (texColor.a < 0.1)
return texColor;
// 计算周围区域的发光强度
float glowFactor = 1.0 - DistanceToEdge(i.uv); // 离边缘越远,发光越强
// 高亮效果
half4 glow = _GlowColor * _GlowIntensity * glowFactor;
// 输出最终的颜色(包含文本本身的颜色和边缘发光效果)
return texColor + glow;
}
ENDCG
}
}
FallBack "Diffuse"
}