Shader outline fung guys
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Outline2" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 10.0)) = 0
_MainTex ("Base (RGB)", 2D) = "white" { }
_BumpMap ("Bumpmap", 2D) = "bump" {}
//metalic
_MetallicMap("MetallicMap", 2D) = "metalic" { }
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
//emission
_EmissionMap("EmssionMap", 2D) = "emssion" {}
_Emission("Emission", float) = 0
_EmissionColor("EmissionColor", Color) = (1, 1, 1, 1)
}
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) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
o.pos = UnityObjectToClipPos(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" }
// 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
// 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
#include "UnityCG.cginc"
half4 frag(v2f i) : COLOR {
return i.color;
}
ENDCG
}
CGPROGRAM
//#pragma surface surf Lambert
#pragma surface surf Standard
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_EmissionMap;
float2 uv_MetallicMap;
};
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _EmissionMap;
sampler2D _MetallicMap;
float _Emission;
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed4 _EmissionColor;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
fixed4 b = tex2D(_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
fixed4 d = tex2D(_MetallicMap, IN.uv_MetallicMap) * _Metallic;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = d.rbg * tex2D(_MetallicMap, IN.uv_MetallicMap).a *_Glossiness;;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
o.Emission = b.rgb * tex2D(_EmissionMap, IN.uv_EmissionMap).a * _Emission;
}
ENDCG
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite Off
ZTest Always
Offset 15,15
// 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
ENDCG
SetTexture [_MainTex] { combine primary }
}
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
sampler2D _MainTex;
sampler2D _BumpMap;
uniform float3 _Color;
void surf(Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
Fallback "Outline2"
}