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Unity 3D Outline Shader - adds a configurable outline around the associated object
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// Graciously adapted from https://www.youtube.com/watch?v=SlTkBe4YNbo&lc=UgwdZi_heg9VslLssQp4AaABAg | |
Shader "Unlit/Outline" | |
{ | |
Properties{ | |
_Color("Main Color", Color) = (0,0,0,1) | |
_OutlineColor("Outline color", color) = (0,0,0,1) | |
_OutlineWidth("Outline width", Range(1.0,5.0)) = 1.01 | |
} | |
SubShader{ | |
Tags { | |
"Queue" = "Transparent" | |
"RenderType" = "Transparent" | |
"DisableBatching" = "True" | |
} | |
// Render the outline by expanding the vertices | |
// and filling the object with the outline color | |
Pass { | |
ZWrite off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
struct appdata{ | |
float4 vertex : POSITION; | |
}; | |
struct v2f{ | |
float4 pos : POSITION; | |
}; | |
float _OutlineWidth; | |
float4 _OutlineColor; | |
v2f vert(appdata v) { | |
v.vertex.xyz *= _OutlineWidth; | |
v2f o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
return o; | |
} | |
fixed4 frag(v2f i) : COLOR | |
{ | |
return _OutlineColor; | |
} | |
ENDCG | |
} | |
// Render the normal vertices with the main color | |
// over the outline width fill pass. | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
float4 _Color; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
fixed4 frag (v2f i) : COLOR | |
{ | |
return _Color; | |
} | |
ENDCG | |
} | |
} | |
} |
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