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highlight only the border of an object
iam new to unity....... i would like to know how can i highlight just the borders of an object
Answer by cupsster · Jan 14, 2011 at 08:21 PM
Shader "Outlined Diffuse" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (0,1,0,1) _Outline ("Outline width", Range (0.002, 0.03)) = 0.01 _MainTex ("Base (RGBA)", 2D) = "white" { } //Not needed //_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal } } 
 
                SubShader { Tags {"Queue"="Transparent" "RenderType"="Transparent"} 
    //Minor switch 
   //UsePass "Toon/Basic/BASE" 
   CGPROGRAM
     #pragma surface surf Lambert
     sampler2D _MainTex;
     float4 _Color;
     struct Input {
         float2 uv_MainTex;
     };
     void surf (Input IN, inout SurfaceOutput o) {
         half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
         o.Albedo = c.rgb;
         o.Alpha = c.a;
     }
     ENDCG
   Pass 
   { 
      Name "OUTLINE" 
      Tags { "LightMode" = "Always" } 
      Blend SrcAlpha OneMinusSrcAlpha
      CGPROGRAM 
 pragma exclude_renderers gles
 pragma exclude_renderers xbox360 #pragma vertex vert 
       struct appdata { 
          float4 vertex; 
          float3 normal; 
      }; 
      struct v2f { 
         float4 pos : POSITION; 
         float4 color : COLOR; 
         float fog : FOGC; 
      }; 
      uniform float _Outline; 
      uniform float4 _OutlineColor; 
      v2f vert(appdata v) { 
         v2f o; 
         o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 
         float3 norm = mul ((float3x3)UNITY_MATRIX_MV, v.normal); 
         norm.x *= UNITY_MATRIX_P[0][0]; 
         norm.y *= UNITY_MATRIX_P[1][1]; 
         o.pos.xy += norm.xy * o.pos.z * _Outline; 
         o.fog = o.pos.z; 
         o.color = _OutlineColor; 
         return o; 
      } 
      ENDCG 
      Cull Front
      ZWrite On
      ColorMask RGBA
      Blend SrcAlpha OneMinusSrcAlpha
      //? -Note: I don't remember why I put a "?" here 
      SetTexture [_MainTex] { combine primary } 
   } 
  } 
  Fallback "Diffuse" } 
Answer by ina · Dec 23, 2010 at 04:22 AM
Try using the ToonShading.unityPackage
how to use C# to activate it? I am working on mouseover show outline
@papamck If you for example are using Toon/Basic Outline as the shader you can change it´s properties by
 renderer.material.setColor("nameOfTheParameter", Color.somecolor);
(this is if you have a script on the same object that has the shader)
Example: I want to change the "Outline Color" at runtime, if you press "edit" in the inspecor you can find that the name of "Outline Color" property is called _OutlineColor, so to change it to a red color write
 renderar.material.setColor("_OutlineColor", Color.red);
Notice: saving the material and using your own Colors ( i.e. new Color(r.b.g.a) ) can cuase problems so try use Color.comecolor :D
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                