Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by starseekergames · Mar 29, 2019 at 12:48 PM · shadersshader programming

Help combining a dissolve shader and an outline shader,How can I combine these two shaders

Can anyone help me combine these two shaders? I failed my many attempts... Probably because I myself am a noob in shader coding, but I really need this to work.

It's between this Dissolve shader

  Shader "Custom/Dissolve" {
         Properties
         {
             _Color ("Color", Color) = (1,1,1,1)
             _MainTex ("Albedo (RGB)", 2D) = "white" {}
             _SliceGuide("Slice Guide (RGB)", 2D) = "white" {}
             _SliceAmount("Slice Amount", Range(0.0, 1.0)) = 0
      
             _BurnSize("Burn Size", Range(0.0, 1.0)) = 0.15
             _BurnRamp("Burn Ramp (RGB)", 2D) = "white" {}
             _BurnColor("Burn Color", Color) = (1,1,1,1)
      
             _EmissionAmount("Emission amount", float) = 2.0
         }
     
         SubShader
         {
             Tags { "RenderType"="Opaque" }
             LOD 200
             Cull Off
             CGPROGRAM
             #pragma surface surf Lambert addshadow
             #pragma target 3.0
      
             fixed4 _Color;
             sampler2D _MainTex;
             sampler2D _SliceGuide;
             sampler2D _BumpMap;
             sampler2D _BurnRamp;
             fixed4 _BurnColor;
             float _BurnSize;
             float _SliceAmount;
             float _EmissionAmount;
      
             struct Input {
                 float2 uv_MainTex;
             };
      
      
             void surf (Input IN, inout SurfaceOutput o) {
                 fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                 half test = tex2D(_SliceGuide, IN.uv_MainTex).rgb - _SliceAmount;
                 clip(test);
                  
                 if (test < _BurnSize && _SliceAmount > 0) {
                     o.Emission = tex2D(_BurnRamp, float2(test * (1 / _BurnSize), 0)) * _BurnColor * _EmissionAmount;
                 }
      
                 o.Albedo = c.rgb;
                 o.Alpha = c.a;
             }
             ENDCG
         }
         FallBack "Diffuse"
     }

. . . and this outline object shader

     Shader "TSF/BaseOutline1"
     {
         Properties 
         {
     
             [MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0     //1
             _MainTex ("Detail", 2D) = "white" {}                                        //2
             _ToonShade ("Shade", 2D) = "white" {}                                          //3
             [MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0     //4
             _Color ("Base Color", Color) = (1,1,1,1)                                    //5    
             [MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6        
             _Brightness ("Brightness 1 = neutral", Float) = 1.0                            //7    
             _OutlineColor ("Outline Color", Color) = (0.5,0.5,0.5,1.0)                    //10
             _Outline ("Outline width", Float) = 0.01                                    //11
     
         }
      
         SubShader
         {
             Tags { "RenderType"="Opaque" }
             LOD 250 
             Lighting Off
             Fog { Mode Off }
             
             UsePass "TSF/Base1/BASE"
                 
             Pass
             {
                 Cull Front
                 ZWrite On
                 CGPROGRAM
                 #include "UnityCG.cginc"
                 #pragma fragmentoption ARB_precision_hint_fastest
                 #pragma glsl_no_auto_normalization
                 #pragma vertex vert
                  #pragma fragment frag
                 
                 struct appdata_t 
                 {
                     float4 vertex : POSITION;
                     float3 normal : NORMAL;
                 };
     
                 struct v2f 
                 {
                     float4 pos : SV_POSITION;
                 };
     
                 fixed _Outline;
     
                 
                 v2f vert (appdata_t v) 
                 {
                     v2f o;
                     o.pos = v.vertex;
                     o.pos.xyz += normalize(v.normal.xyz) *_Outline*0.01;
                     o.pos = UnityObjectToClipPos(o.pos);
                     return o;
                 }
                 
                 fixed4 _OutlineColor;
                 
                 fixed4 frag(v2f i) :COLOR 
                 {
                     return _OutlineColor;
                 }
                 
                 ENDCG
             }
         }
     Fallback "Legacy Shaders/Diffuse"
     }



,I can't seem to combine these two shaders. Can anyone help? I'm trying to achieve both outlined effect and the dissolve effect

I'd appreciate the feedback but I really need a solution towards it because I've no experience in shader coding.

 Shader "TSF/BaseOutline1"
 {
     Properties 
     {
 
         [MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0     //1
         _MainTex ("Detail", 2D) = "white" {}                                        //2
         _ToonShade ("Shade", 2D) = "white" {}                                          //3
         [MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0     //4
         _Color ("Base Color", Color) = (1,1,1,1)                                    //5    
         [MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6        
         _Brightness ("Brightness 1 = neutral", Float) = 1.0                            //7    
         _OutlineColor ("Outline Color", Color) = (0.5,0.5,0.5,1.0)                    //10
         _Outline ("Outline width", Float) = 0.01                                    //11
 
     }
  
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 250 
         Lighting Off
         Fog { Mode Off }
         
         UsePass "TSF/Base1/BASE"
             
         Pass
         {
             Cull Front
             ZWrite On
             CGPROGRAM
             #include "UnityCG.cginc"
             #pragma fragmentoption ARB_precision_hint_fastest
             #pragma glsl_no_auto_normalization
             #pragma vertex vert
              #pragma fragment frag
             
             struct appdata_t 
             {
                 float4 vertex : POSITION;
                 float3 normal : NORMAL;
             };
 
             struct v2f 
             {
                 float4 pos : SV_POSITION;
             };
 
             fixed _Outline;
 
             
             v2f vert (appdata_t v) 
             {
                 v2f o;
                 o.pos = v.vertex;
                 o.pos.xyz += normalize(v.normal.xyz) *_Outline*0.01;
                 o.pos = UnityObjectToClipPos(o.pos);
                 return o;
             }
             
             fixed4 _OutlineColor;
             
             fixed4 frag(v2f i) :COLOR 
             {
                 return _OutlineColor;
             }
             
             ENDCG
         }
     }
 Fallback "Legacy Shaders/Diffuse"
 }

and

 Shader "Custom/Dissolve" {
     Properties
     {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _SliceGuide("Slice Guide (RGB)", 2D) = "white" {}
         _SliceAmount("Slice Amount", Range(0.0, 1.0)) = 0
  
         _BurnSize("Burn Size", Range(0.0, 1.0)) = 0.15
         _BurnRamp("Burn Ramp (RGB)", 2D) = "white" {}
         _BurnColor("Burn Color", Color) = (1,1,1,1)
  
         _EmissionAmount("Emission amount", float) = 2.0
     }
 
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 200
         Cull Off
         CGPROGRAM
         #pragma surface surf Lambert addshadow
         #pragma target 3.0
  
         fixed4 _Color;
         sampler2D _MainTex;
         sampler2D _SliceGuide;
         sampler2D _BumpMap;
         sampler2D _BurnRamp;
         fixed4 _BurnColor;
         float _BurnSize;
         float _SliceAmount;
         float _EmissionAmount;
  
         struct Input {
             float2 uv_MainTex;
         };
  
  
         void surf (Input IN, inout SurfaceOutput o) {
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             half test = tex2D(_SliceGuide, IN.uv_MainTex).rgb - _SliceAmount;
             clip(test);
              
             if (test < _BurnSize && _SliceAmount > 0) {
                 o.Emission = tex2D(_BurnRamp, float2(test * (1 / _BurnSize), 0)) * _BurnColor * _EmissionAmount;
             }
  
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image starseekergames · Mar 29, 2019 at 08:07 AM 0
Share

sorry the content seems doubled. I wasn't logged in previously and when the button said 'sign in and post' I signed in and the content was gone. So I rewrote my question.

now that I viewed the post, it seemed to record what I had previously input before I signed in. weird but yea...

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

111 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Help about adding transparency to Roystan's toon shader 0 Answers

Silhouette overlay shader 0 Answers

Why doesn't clip shader work with shadows? 0 Answers

Modifying the depth buffer of an image effect? 0 Answers

Porting from ShaderToy(GLSL) to shaderlab(HLSL/CG) unity not giving me the desired result. 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges