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FueraDeEscala/Assets/Game Kit Controller/Shaders/Outlined.shader
2026-03-29 23:03:14 -07:00

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Shader "Outlined/URP/Diffuse"
{
Properties
{
_BaseColor ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline Width", Range(0,1)) = 0.1
_BaseMap ("Base Map", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"RenderType"="Opaque"
"Queue"="Geometry"
}
// ----------------------
// OUTLINE PASS
// ----------------------
Pass
{
Name "Outline"
Cull Front
ZWrite On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
};
CBUFFER_START(UnityPerMaterial)
float _Outline;
float4 _OutlineColor;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
float3 pos = IN.positionOS.xyz * (1 + _Outline);
float3 positionWS = TransformObjectToWorld(pos);
OUT.positionHCS = TransformWorldToHClip(positionWS);
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
return _OutlineColor;
}
ENDHLSL
}
// ----------------------
// MAIN LIT PASS
// ----------------------
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD2;
};
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
OUT.uv = IN.uv;
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
float4 tex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
float3 albedo = tex.rgb * _BaseColor.rgb;
float3 normal = normalize(IN.normalWS);
Light mainLight = GetMainLight();
float NdotL = saturate(dot(normal, mainLight.direction));
float3 color = albedo * mainLight.color * NdotL;
return float4(color, tex.a);
}
ENDHLSL
}
}
}