Question by
Pacaworks · Feb 03, 2020 at 07:31 PM ·
shadershadersshader programmingshader writingoutline
Help with Base Color + Outline shader!
Hello! I'm new to shader programming, I'm learning all its syntax, but I managed to merge an outline shader with a gradient one and make them work in orthographic mode.
What am I aiming for? --> Base Color (Gradient between 2 colors) + Outline 1 + Outline 2 (both only coloring the edges, not the base)
The issue I can't manage to solve is: The base color (where the gradient is) will be transparent, so it will show what is below it. I don't want the outline color to be under it, I want the outline color to just color the edges. At the same time, I want to be able to set outline color to alpha 1.0f without messing up the base color alpha.
Thank you so much for your help!
Shader "Custom/OutlinedGradient" {
Properties{
// COLOR GRADING SHADER
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Left Color", Color) = (1,1,1,1)
_Color2("Right Color", Color) = (1,1,1,1)
_Angle("Angle", Range(0,1)) = 0
_InverseAngle("Invert the angle (0 off, 1 on)", Range(0,1)) = 0
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
// OUTLINED SHADER
_FirstOutlineColor("Outline color", Color) = (1,0,0,0.5)
_FirstOutlineWidth("Outlines width", Range(0.0, 2.0)) = 0.15
_SecondOutlineColor("Outline color", Color) = (0,0,1,1)
_SecondOutlineWidth("Outlines width", Range(0.0, 2.0)) = 0.025
_AngleOutline("Switch shader on angle", Range(0.0, 180.0)) = 89
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float4 normal : NORMAL;
};
uniform float4 _FirstOutlineColor;
uniform float _FirstOutlineWidth;
uniform float4 _SecondOutlineColor;
uniform float _SecondOutlineWidth;
uniform float _AngleOutline;
ENDCG
SubShader{
// FIRST OUTLINE CREATION
Pass
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
CGPROGRAM
struct v2f {
float4 pos : SV_POSITION;
};
#pragma vertex vert
#pragma fragment frag
v2f vert(appdata v)
{
appdata original = v;
float3 scaleDir = normalize(v.vertex.xyz - float4(0,0,0,1));
if (degrees(acos(dot(scaleDir.xyz, v.normal.xyz))) > _AngleOutline)
v.vertex.xyz += normalize(v.normal.xyz) * _FirstOutlineWidth;
else
v.vertex.xyz += scaleDir * _FirstOutlineWidth;
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR{
return _FirstOutlineColor;
}
ENDCG
}
// SECOND OUTLINE CREATION
Pass
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
CGPROGRAM
struct v2f
{
float4 pos : SV_POSITION;
};
#pragma vertex vert
#pragma fragment frag
v2f vert(appdata v)
{
appdata original = v;
float3 scaleDir = normalize(v.vertex.xyz - float4(0,0,0,1));
if (degrees(acos(dot(scaleDir.xyz, v.normal.xyz))) > _AngleOutline)
v.vertex.xyz += normalize(v.normal.xyz) * _SecondOutlineWidth;
else
v.vertex.xyz += scaleDir * _SecondOutlineWidth;
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR{
return _SecondOutlineColor;
}
ENDCG
}
// GRADIENT SHADER
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Fog{ Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed4 _Color2;
float _Angle;
int _InverseAngle;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif
float angledLerpX = saturate(lerp(IN.texcoord.x, 0, _Angle));
float angledLerpY = saturate(lerp(0, IN.texcoord.y, _Angle));
float angledLerp = (angledLerpX + angledLerpY);
angledLerp = lerp(angledLerp, 1 - angledLerp, _InverseAngle);
OUT.color = lerp(_Color, _Color2, angledLerp);
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : COLOR{
fixed4 c = tex2D(_MainTex, i.texcoord) * i.color;
clip(c.a - 0.01);
return c;
}
ENDCG
}
}
Fallback "Diffuse"
}
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