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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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70 lines
1.5 KiB
Text
70 lines
1.5 KiB
Text
Shader "Toon/Basic Outline" {
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Properties {
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_Color ("Main Color", Color) = (.5,.5,.5,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Outline ("Outline width", Range (.002, 0.03)) = .005
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_MainTex ("Base (RGB)", 2D) = "white" { }
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_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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UNITY_FOG_COORDS(0)
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fixed4 color : COLOR;
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};
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uniform float _Outline;
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uniform float4 _OutlineColor;
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v2f vert(appdata v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
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float2 offset = TransformViewToProjection(norm.xy);
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#ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
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o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Outline;
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#else
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o.pos.xy += offset * o.pos.z * _Outline;
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#endif
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o.color = _OutlineColor;
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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ENDCG
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SubShader {
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Tags { "RenderType"="Opaque" }
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UsePass "Toon/Basic/BASE"
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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fixed4 frag(v2f i) : SV_Target
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{
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UNITY_APPLY_FOG(i.fogCoord, i.color);
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return i.color;
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}
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ENDCG
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}
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}
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Fallback "Toon/Basic"
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}
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