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Question by matamba100 · Apr 01, 2017 at 07:24 PM · graphicsfixtoonshading

How to fix the toon shader?

A question that has been a headache, for those who use the standard asset of the unit specifically the toon shdader outline, for the previous version 5.3.7 for that material works correctly but when upgrading to 5.5.x or 5.6.x Material behaves in a strange way in the orthogonal view when the object is away from the view the edges increase taking up the whole screen in black, I have tried several solutions to counter this issue but it has not been possible, checking the shader code the Problem is possibly in the offset variable, but I can not think of anything. alt text

Code complete....

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


problema-con-toon-shaderingles.png (229.5 kB)
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avatar image Pengocat · Apr 01, 2017 at 11:16 PM 0
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Is that code actually running? Looks buggy to me. Also you may want to remove the fallback shader so you know it is not being used.

avatar image matamba100 Pengocat · Apr 02, 2017 at 12:08 AM 0
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Is the original shader code, which comes from the "asset store of unity", I tried to delete the file with the old shaders by the new ones but still continues with the same problem. Only happens with the new versionsalt text

standartasset.png (8.8 kB)

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