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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