Created
July 29, 2017 10:06
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Outline shader for Unity
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Shader "squidzoo/Outline" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_OutlineColor("Outline color", Color) = (0,0,0,1) | |
_OutlineWidth("Outline width", Range(1.0,5.0)) = 1.05 | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
}; | |
struct v2f | |
{ | |
float4 pos : POSITION; | |
float3 normal : NORMAL; | |
}; | |
float _OutlineWidth; | |
float4 _OutlineColor; | |
ENDCG | |
SubShader | |
{ | |
Pass | |
{ | |
Zwrite Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
v2f vert(appdata v) | |
{ | |
v.vertex.xyz *= _OutlineWidth; | |
v2f o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
return o; | |
} | |
half4 frag(v2f i) : COLOR | |
{ | |
return _OutlineColor; | |
} | |
ENDCG | |
} | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vertPassTwo | |
#pragma fragment fragPassTwo | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdataPassTwo | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2fPassTwo | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2fPassTwo vertPassTwo (appdataPassTwo v) | |
{ | |
v2fPassTwo o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 fragPassTwo (v2fPassTwo i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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