109 lines
2.0 KiB
Plaintext
109 lines
2.0 KiB
Plaintext
Shader "Outlined/Diffuse" {
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Properties {
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_Color ("Main Color", Color) = (.5,.5,.5,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Outline ("Outline width", Range (0, 1)) = .1
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_MainTex ("Base (RGB)", 2D) = "white" { }
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : POSITION;
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float4 color : COLOR;
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};
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uniform float _Outline;
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uniform float4 _OutlineColor;
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v2f vert(appdata v) {
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// just make a copy of incoming vertex data but scaled according to normal direction
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v2f o;
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v.vertex *= ( 1 + _Outline);
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o.pos = UnityObjectToClipPos(v.vertex);
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//float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
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//float2 offset = TransformViewToProjection(norm.xy);
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o.color = _OutlineColor;
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return o;
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}
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ENDCG
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SubShader {
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//Tags {"Queue" = "Geometry+100" }
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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fixed4 _Color;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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// note that a vertex shader is specified here but its using the one above
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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//Offset 50,50
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) :COLOR { return i.color; }
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ENDCG
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}
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}
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SubShader {
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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fixed4 _Color;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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SetTexture [_MainTex] { combine primary }
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}
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}
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Fallback "Diffuse"
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} |