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- Shader "Outlined/Diffuse" {
- Properties {
- _Color ("Main Color", Color) = (.5,.5,.5,1)
- _OutlineColor ("Outline Color", Color) = (0,0,0,1)
- _Outline ("Outline width", Range (.002, 0.03)) = .005
- _MainTex ("Base (RGB)", 2D) = "white" { }
- }
- 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 = mul(UNITY_MATRIX_MVP, 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" = "Overlay" }
- CGPROGRAM
- #pragma surface surf Lambert
- sampler2D _MainTex;
- fixed4 _Color;
- struct Input {
- float2 uv_MainTex;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- // note that a vertex shader is specified here but its using the one above
- Pass {
- Name "OUTLINE"
- Tags { "LightMode" = "Always" "Queue" = "Overlay" }
- Cull Front
- ZWrite On
- ZTest LEqual
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
- Offset 15,15
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- half4 frag(v2f i) :COLOR { return i.color; }
- ENDCG
- }
- }
- SubShader {
- Tags {"Queue" = "Overlay" }
- CGPROGRAM
- #pragma surface surf Lambert
- sampler2D _MainTex;
- fixed4 _Color;
- struct Input {
- float2 uv_MainTex;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- Pass {
- Name "OUTLINE"
- Tags { "LightMode" = "Always" }
- Cull Front
- ZWrite On
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma exclude_renderers gles xbox360 ps3
- ENDCG
- SetTexture [_MainTex] { combine primary }
- }
- }
- Fallback "Diffuse"
- }
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