Shader "Custom/OutlineGlow" { Properties { _MainTex("Sprite Texture", 2D) = "white" {} _OutlineColor("Outline Color", Color) = (1,1,0,1) // 发光颜色 _OutlineWidth("Outline Width", Range(0, 0.1)) = 0.02 // 外发光宽度 } SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent"} Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _OutlineColor; float _OutlineWidth; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { float2 uv = i.uv; fixed4 texColor = tex2D(_MainTex, uv); // 计算外轮廓 float alpha = texColor.a; float outlineAlpha = ( tex2D(_MainTex, uv + float2(_OutlineWidth, 0)).a + tex2D(_MainTex, uv + float2(-_OutlineWidth, 0)).a + tex2D(_MainTex, uv + float2(0, _OutlineWidth)).a + tex2D(_MainTex, uv + float2(0, -_OutlineWidth)).a ) * 0.25; fixed4 outlineColor = _OutlineColor; outlineColor.a *= outlineAlpha; // 让外轮廓柔和一些 return lerp(outlineColor, texColor, alpha); } ENDCG } } }