Created
November 21, 2014 03:30
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add an outline for model in unity3d
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Shader "Outline" { | |
Properties { | |
_Color ("Main Color", Color) = (.5,.5,.5,1) | |
_OutlineColor ("Outline Color", Color) = (0,0,0,1) | |
_Outline ("Outline width", Range (0.0, 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) { | |
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" = "Transparent" } | |
Pass { | |
Tags { "LightMode" = "Always" } | |
Cull Off | |
ZWrite Off | |
//ZTest Always//始终通过深度测试,即可以渲染 | |
//ColorMask RGB // alpha not used | |
Blend SrcAlpha OneMinusSrcAlpha // Normal | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
half4 frag(v2f i) :COLOR { | |
return i.color; | |
} | |
ENDCG | |
} | |
Pass { | |
Cull Off | |
Name "BASE" | |
ZWrite On | |
ZTest LEqual | |
Blend SrcAlpha OneMinusSrcAlpha | |
Material { | |
//Diffuse [_Color] | |
//Ambient [_Color] | |
} | |
Lighting On | |
SetTexture [_MainTex] { | |
//Combine previous * primary DOUBLE | |
} | |
} | |
} | |
Fallback "Diffuse" | |
} |
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