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Sprout-Farm/Shader/FarmLotOutline.gdshader
2025-06-23 16:09:04 +08:00

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shader_type canvas_item;
uniform float outline_thickness: hint_range(0.0, 8.0, 0.5) = 1.0;
uniform vec4 outline_color: source_color = vec4(1.0);
uniform bool high_performance_mode = true; // 高性能模式,减少采样
void vertex() {
VERTEX += (UV * 2.0 - 1.0) * outline_thickness;
}
void fragment() {
vec2 uv = UV;
vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(outline_thickness * 2.0));
uv = (uv - texture_pixel_size * outline_thickness) * TEXTURE_PIXEL_SIZE / texture_pixel_size;
vec4 texture_color = vec4(0.0);
if (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) {
texture_color = texture(TEXTURE, uv);
}
// 如果当前像素不透明,直接设置颜色
if (texture_color.a > 0.5) {
COLOR = texture_color;
} else {
// 需要计算描边
float outline_alpha = 0.0;
if (high_performance_mode) {
// 高性能模式只检查4个主要方向
vec2 directions[4] = {
vec2(outline_thickness, 0.0),
vec2(-outline_thickness, 0.0),
vec2(0.0, outline_thickness),
vec2(0.0, -outline_thickness)
};
for (int i = 0; i < 4; i++) {
vec2 check_uv = uv + directions[i] * TEXTURE_PIXEL_SIZE;
if (check_uv.x >= 0.0 && check_uv.x <= 1.0 && check_uv.y >= 0.0 && check_uv.y <= 1.0) {
float check_alpha = texture(TEXTURE, check_uv).a;
outline_alpha = max(outline_alpha, check_alpha);
if (outline_alpha > 0.9) break; // 早期退出
}
}
} else {
// 标准模式8方向检查
vec2 directions[8] = {
vec2(outline_thickness, 0.0), vec2(-outline_thickness, 0.0),
vec2(0.0, outline_thickness), vec2(0.0, -outline_thickness),
vec2(outline_thickness * 0.707, outline_thickness * 0.707),
vec2(-outline_thickness * 0.707, outline_thickness * 0.707),
vec2(outline_thickness * 0.707, -outline_thickness * 0.707),
vec2(-outline_thickness * 0.707, -outline_thickness * 0.707)
};
for (int i = 0; i < 8; i++) {
vec2 check_uv = uv + directions[i] * TEXTURE_PIXEL_SIZE;
if (check_uv.x >= 0.0 && check_uv.x <= 1.0 && check_uv.y >= 0.0 && check_uv.y <= 1.0) {
float check_alpha = texture(TEXTURE, check_uv).a;
outline_alpha = max(outline_alpha, check_alpha);
if (outline_alpha > 0.9) break; // 早期退出
}
}
}
// 混合颜色
float final_alpha = outline_alpha * outline_color.a;
COLOR = vec4(outline_color.rgb * final_alpha + texture_color.rgb * texture_color.a,
max(final_alpha, texture_color.a));
}
}