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Outline.shader
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Outline.shader
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Shader "Custom/Outline" {
Properties{
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_Outline("Outline width", Range(0.0, 1.0)) = .05
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader{
Tags { "Queue" = "Transparent" }
Pass {
Name "BASE"
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
// uncomment this to hide inner details:
//Offset -8, -8
SetTexture[_OutlineColor] {
ConstantColor(1,1,1,1)
Combine constant
}
}
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
// buydu Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR {
return i.color;
}
ENDCG
}
}
Fallback "Diffuse"
}