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Question by badescuga9 · Nov 15, 2013 at 12:11 PM · shader

shader for soft shadow on the inside

I am trying to create a shader that has a outline-like property, that applies a soft contour for an object. As you can see in the image, the shadow is applied on the inside of the object (please ignore the outer shadow). alt text

I was able to create a radial effect, but that's not what i need. Here is the shader:

Shader "Custom/GradientToEdges" {

  Properties 
  {
 _Color ("_Color", Color) = (1,1,1,1)
 _FinalEdgeColor ("_FinalEdgeColor", Color) = (1,1,1,1)
 _MainTex ("Base (RGB)", 2D) = "white" {}
 _OutlineColor ("Outline Color", Color) = (0,0,0,1)
 _Outline ("Outline width", Range (0.0, 0.3)) = 0
 }
 
 SubShader {
     Tags { "RenderType"="Opaque" }
     LOD 200
     
 
     void surf (Input IN, inout SurfaceOutput o) 
     {
         half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
         //    half lum = c.r*.3 + c.g*.59 + c.b*.11;
         //half3 bw = half3( lum, lum, lum );
        
 
            o.Normal = (.5,.5,.5);
            half xpow = (IN.uv_MainTex.x - .5f)*(IN.uv_MainTex.x - .5f);
            half ypow = (IN.uv_MainTex.y - .5f)*(IN.uv_MainTex.y - .5f);
            
            half radius =.3f;
            half multiply = 1f/(1 - radius);
            
            half3 finalDestCol = (c[0] - .2, c[1] - .2, c[2]-.2);
            finalDestCol = (.2,.2,.2);
            finalDestCol = _FinalEdgeColor.rgb;
            if(sqrt(xpow + ypow)  > radius && sqrt(xpow + ypow) <1)
            {
                       c.rgb = lerp(c.rgb,finalDestCol,  multiply*(sqrt(xpow + ypow) - radius));
     
        o.Albedo = c;
         }
         //else 
         else if(sqrt(xpow+ypow)>1)
         o.Albedo = finalDestCol;
         else 
         o.Albedo = c;
       
       
         o.Alpha = c.a;
     }
     ENDCG
  
 
 }
 
 Fallback "VertexLit"

}

Also, to be mentioned, i have an orthographic camera

meniu_02.png (75.3 kB)
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avatar image TimBorquez · Nov 15, 2013 at 07:09 PM 0
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i dunno about prgram$$anonymous$$g shaders but maybe lookin at the shield shader on the wiki can help?

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