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Question by Kenjade · Oct 06, 2015 at 07:52 PM · shadersanti-aliasing

How can I fix shader flipping when anti-aliasing is on?

New to shaders. Currently trying to add a shader to an object that creates a glow effect around it. When we have anti-aliasing on, the shader seems to flip. We are trying to include the fix from the example from http://docs.unity3d.com/Manual/SL-PlatformDifferences.html but are not having any luck. Any help would be greatly appreciated.

         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #include "UnityCG.cginc"
         
         fixed4 _Color;
         sampler2D _CameraDepthTexture;

         struct appdata {
             float4 vertex : POSITION;
             float3 normal : NORMAL;
         };

         struct v2f {
             float4 vertex : POSITION;
             float4 projPos : TEXCOORD0;
         };
  
         v2f vert( appdata v ) {        
             v2f o;
             o.vertex = mul( UNITY_MATRIX_MVP, v.vertex );

             float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
             float2 offset = TransformViewToProjection(norm.xy);

             o.vertex.xy += offset * o.vertex.z * 0;
             o.projPos = ComputeScreenPos(o.vertex);

             return o;
         }

         fixed4 frag( v2f i ) : SV_Target {          
             float depthVal = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r);
             float zPos = i.projPos.z;
             
             float occlude = step( zPos, depthVal );         
             return fixed4(  occlude * _Color.rgb * _Color.a, occlude);
         }
         ENDCG
     }
     Pass {        
         Blend One OneMinusDstColor // Soft Additive
     
         CGPROGRAM
         #pragma vertex vert_img
         #pragma fragment frag
         #pragma fragmentoption ARB_precision_hint_fastest
         #include "UnityCG.cginc"
         
         sampler2D _MainTex;
         sampler2D _OccludeMap;
         
         half4 frag(v2f_img IN) : COLOR {
             return tex2D (_MainTex, IN.uv) - tex2D(_OccludeMap, IN.uv);
         }
         ENDCG
     }
     Pass {
         CGPROGRAM
         #pragma vertex vert_img
         #pragma fragment frag
         #pragma fragmentoption ARB_precision_hint_fastest
         #include "UnityCG.cginc"
         
         sampler2D _MainTex;
         sampler2D _OccludeMap;
         
         half4 frag(v2f_img IN) : COLOR {
             return tex2D (_MainTex, IN.uv) + tex2D(_OccludeMap, IN.uv);
         }
         ENDCG
     }
 } 
 FallBack "Diffuse"
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Answer by Kenjade · Oct 07, 2015 at 03:29 PM

After much fiddling around I have figured out the solution.

 CGINCLUDE

 uniform float4 _MainTex_TexelSize;

 ENDCG 

 SubShader {
     Pass {
         Tags {"Queue"="Transparent"}
         ZWrite On ZTest Always Blend OneMinusDstColor One
     
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #include "UnityCG.cginc"
         
         fixed4 _Color;
         sampler2D _CameraDepthTexture;

         struct appdata {
             float4 vertex : POSITION;
             float3 normal : NORMAL;
         };

         struct v2f {
             float4 vertex : POSITION;
             float4 projPos : TEXCOORD0;
         };
  
         v2f vert( appdata v ) {        
             v2f o;
             o.vertex = mul( UNITY_MATRIX_MVP, v.vertex );

             float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
             float2 offset = TransformViewToProjection(norm.xy);

             o.vertex.xy += offset * o.vertex.z * 0;
             o.projPos = ComputeScreenPos(o.vertex);

             return o;
         }

         fixed4 frag( v2f i ) : SV_Target {          
             float depthVal = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r);
             float zPos = i.projPos.z;
             
             float occlude = step( zPos, depthVal );         
             return fixed4(  occlude * _Color.rgb * _Color.a, occlude);
         }
         ENDCG
     }
     Pass {        
     Blend One OneMinusDstColor // Soft Additive
     
         CGPROGRAM
         #pragma vertex vert_img
         #pragma fragment frag
         #pragma fragmentoption ARB_precision_hint_fastest
         #include "UnityCG.cginc"
         
         sampler2D _MainTex;
         sampler2D _OccludeMap;
         
         half4 frag(v2f_img IN) : COLOR {
             #if UNITY_UV_STARTS_AT_TOP
             if (_MainTex_TexelSize.y < 0)
                     IN.uv.y = 1-IN.uv.y;
             #endif

             return tex2D (_MainTex, IN.uv) - tex2D(_OccludeMap, IN.uv);
         }
         ENDCG
     }
     Pass {
         CGPROGRAM
         #pragma vertex vert_img
         #pragma fragment frag
         #pragma fragmentoption ARB_precision_hint_fastest
         #include "UnityCG.cginc"
         
         sampler2D _MainTex;
         sampler2D _OccludeMap;
         
         half4 frag(v2f_img IN) : COLOR {
             
             float4 tempTex = tex2D (_MainTex, IN.uv);

             #if UNITY_UV_STARTS_AT_TOP
             if (_MainTex_TexelSize.y < 0)
                 IN.uv.y = 1-IN.uv.y;
             #endif
             
             return tempTex + tex2D(_OccludeMap, IN.uv);
         }
         ENDCG
     }
 } 
 FallBack "Diffuse"

}

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