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DungeonShooting / DungeonShooting_Godot / resource / material / BleB865.tmp
  1. shader_type canvas_item;
  2.  
  3. //混合颜色
  4. uniform vec4 blend : source_color = vec4(1.0, 1.0, 1.0, 1.0);
  5. //混合度
  6. uniform float schedule : hint_range(0.0, 1.0) = 0.0;
  7. //透明度
  8. //uniform float alpha : hint_range(0.0, 1.0) = 1.0;
  9. uniform vec4 modulate : source_color = vec4(1.0, 1.0, 1.0, 1.0);
  10.  
  11. //------------------ 轮廓相关 --------------
  12. uniform bool show_outline = true;
  13. //轮廓颜色
  14. uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
  15. //是否是彩虹轮廓
  16. uniform bool outline_rainbow = false;
  17. //彩虹轮廓变化周期
  18. const float frequency = 0.25;
  19. const float light_offset = 0.5;
  20.  
  21. void fragment() {
  22. //显示轮廓
  23. if (show_outline) {
  24. vec2 size = TEXTURE_PIXEL_SIZE;
  25. float outline;
  26. outline = texture(TEXTURE, UV + vec2(-size.x, 0)).a;
  27. outline += texture(TEXTURE, UV + vec2(0, size.y)).a;
  28. outline += texture(TEXTURE, UV + vec2(size.x, 0)).a;
  29. outline += texture(TEXTURE, UV + vec2(0, -size.y)).a;
  30. outline = min(outline, 1.0);
  31. vec4 animated_line_color = vec4(
  32. light_offset + sin(2.0 * 3.14 * frequency * TIME),
  33. light_offset + sin(2.0 * 3.14 * frequency * TIME + radians(120.0)),
  34. light_offset + sin(2.0 * 3.14 * frequency * TIME + radians(240.0)),
  35. 1.0
  36. );
  37. vec4 color = texture(TEXTURE, UV);
  38. if (outline_rainbow){
  39. COLOR = mix(color, animated_line_color, outline - color.a);
  40. } else {
  41. COLOR = mix(color, outline_color , outline - color.a);
  42. }
  43. }
  44. vec4 col = mix(COLOR, blend, schedule);
  45. col = mix(vec4(0.0, 0.0, 0.0, 0.0), col, COLOR.a);
  46. col *= modulate;
  47. COLOR = col;
  48. }