Created
June 29, 2015 14:33
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Shader "GiantOtter/Outlined Diffuse" { | |
Properties { | |
_Color ("Main Color", Color) = (.5,.5,.5,1) | |
_OutlineColor ("Outline Color", Color) = (0,0,0,1) | |
_OutlineWidth ("Outline width", Range (0.0, 0.5)) = .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 _OutlineWidth; | |
uniform float4 _OutlineColor; | |
v2f vert(appdata v) { | |
// Project the normal into screenspace | |
float3 screenspaceNormal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); | |
float2 offset = TransformViewToProjection(screenspaceNormal.xy); | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex).z; | |
o.pos.xy += offset * _OutlineWidth /* * o.pos.z */; | |
o.color = _OutlineColor; | |
return o; | |
} | |
ENDCG | |
SubShader { | |
Tags { "Queue" = "Transparent" } | |
// note that a vertex shader is specified here but its using the one above | |
Pass { | |
Name "OUTLINE" | |
Tags { "LightMode" = "Always" } | |
Cull Off | |
ZWrite Off | |
//ZTest Always | |
ColorMask RGB // alpha not used | |
// you can choose what kind of blending mode you want for the outline | |
Blend SrcAlpha OneMinusSrcAlpha // Normal | |
//Blend One One // Additive | |
//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 | |
} | |
Pass { | |
Name "BASE" | |
ZWrite On | |
ZTest LEqual | |
Blend SrcAlpha OneMinusSrcAlpha | |
Material { | |
Diffuse [_Color] | |
Ambient [_Color] | |
} | |
Lighting On | |
SetTexture [_MainTex] { | |
ConstantColor [_Color] | |
Combine texture * constant | |
} | |
SetTexture [_MainTex] { | |
Combine previous * primary DOUBLE | |
} | |
} | |
} | |
SubShader { | |
Tags { "Queue" = "Transparent" } | |
Pass { | |
Name "OUTLINE" | |
Tags { "LightMode" = "Always" } | |
Cull Front | |
ZWrite Off | |
//ZTest Always | |
ColorMask RGB | |
// you can choose what kind of blending mode you want for the outline | |
Blend SrcAlpha OneMinusSrcAlpha // Normal | |
//Blend One One // Additive | |
//Blend One OneMinusDstColor // Soft Additive | |
//Blend DstColor Zero // Multiplicative | |
//Blend DstColor SrcColor // 2x Multiplicative | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma exclude_renderers gles xbox360 ps3 | |
half4 frag(v2f i) : COLOR { | |
return i.color; | |
} | |
ENDCG | |
SetTexture [_MainTex] { combine primary } | |
} | |
Pass { | |
Name "BASE" | |
ZWrite On | |
ZTest LEqual | |
Blend SrcAlpha OneMinusSrcAlpha | |
Material { | |
Diffuse [_Color] | |
Ambient [_Color] | |
} | |
Lighting On | |
SetTexture [_MainTex] { | |
ConstantColor [_Color] | |
Combine texture * constant | |
} | |
SetTexture [_MainTex] { | |
Combine previous * primary DOUBLE | |
} | |
} | |
} | |
Fallback "Diffuse" | |
} |
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