Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
4
Question by GrKl · Mar 12, 2015 at 09:41 PM · shaderunity5scaleoutline

Shader Outline scale problem since U5

Hello all,

Since Unity 5 I have a problem in with my 'outline diffuse' shader.

So, the problem: it seems like the outline is unproportionally scaled to the size of an object. See example bellow: these are twice the exact same object with the same shader/material. But the small one is scaled on xyz to .2 of its original size. alt text

Would any of you know how to correct this?

PS: Let me admit that I try my best learning everything I can to develop a game, but shader code is still chineese to me... :(

Here is the shader code used:

 //credits: http://wiki.unity3d.com/index.php/Outlined_Diffuse_3
 //credits bis: http://answers.unity3d.com/questions/742645/shader-outlined-diffuse-with-vertex-color.html
 
 Shader "Outlined/Diffuse" {
     Properties {
         _Color ("Main Color", Color) = (.5,.5,.5,1)
         _OutlineColor ("Outline Color", Color) = (0,0,0,1)
         _Outline ("Outline width", Range (.002, 0.03)) = .005
         _MainTex ("Base (RGB)", 2D) = "white" { }
     }
 
     CGINCLUDE
     #include "UnityCG.cginc"
 
     struct appdata {
         float4 vertex : POSITION;
         float3 normal : NORMAL;
     };
 
     struct v2f {
         float4 pos : POSITION;
         float4 color : COLOR;
     };
 
     uniform float _Outline;
     uniform float4 _OutlineColor;
 
     v2f vert(appdata v) {
         // just make a copy of incoming vertex data but scaled according to normal direction
         v2f o;
         o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
 
         float3 norm   = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
         float2 offset = TransformViewToProjection(norm.xy);
 
         o.pos.xy += offset * o.pos.z * _Outline;
         o.color = _OutlineColor;
         return o;
     }
     ENDCG
 
     SubShader {
         //Tags {"Queue" = "Geometry+100" }
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
         fixed4 _Color;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
 
         // note that a vertex shader is specified here but its using the one above
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Front
             ZWrite On
             ColorMask RGB
             Blend SrcAlpha OneMinusSrcAlpha
             //Offset 50,50
 
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             half4 frag(v2f i) :COLOR { return i.color; }
             ENDCG
         }
     }
 
     SubShader {
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
         fixed4 _Color;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
 
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Front
             ZWrite On
             ColorMask RGB
             Blend SrcAlpha OneMinusSrcAlpha
 
             CGPROGRAM
             #pragma vertex vert
             #pragma exclude_renderers gles xbox360 ps3
             ENDCG
             SetTexture [_MainTex] { combine primary }
         }
     }
 
     Fallback "Diffuse"
 }


Thank you for your help & happy coding!

outlinediffusescale.png (10.7 kB)
Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image siaran · Mar 12, 2015 at 11:04 PM 0
Share

Have you tried making your mesh the child of an empty gameobject and then scaling the parent object ins$$anonymous$$d of the mesh?

avatar image GrKl · Mar 12, 2015 at 11:21 PM 0
Share

Just did :) , exactly the same problem :(

avatar image siaran · Mar 13, 2015 at 12:06 AM 0
Share

that's strange because I use that shader in my Unity5 project and I don't have that problem at all...at least I think it's the same one, gonna check

edit: I see I'm using the Silhouetted Diffuse shader rather than this one,that is, this one: http://wiki.unity3d.com/index.php/Silhouette-Outlined_Diffuse

Also, some experimentation shows, if you change the scale of an object, you need to also change its outline width. At least with the shader I'm using. You could have a similar issue?

avatar image GrKl · Mar 13, 2015 at 12:34 AM 0
Share

indeed, that is exactly my problem :) in my game, I have a very large ammount of objects (ie trees) that often change size. I cannot always change the width of the outline.

I did not have this 'problem' two days ago when still using using 4.x

1 Reply

· Add your reply
  • Sort: 
avatar image
5
Best Answer

Answer by Cebollo · Mar 22, 2015 at 11:11 PM

I was having the same problem with the same shader.

It seems that in Unity 5 they changed the way they "process" the scale of an object.

http://docs.unity3d.com/Manual/UpgradeGuide5-Shaders.html

In Unity 5.0, non-uniform meshes are not “prescaled” on the CPU anymore. This means that normal & tangent vectors can be non-normalized in the vertex shader.

To solve your problem, in line 33 of the shader, change it to:

 float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image GrKl · Apr 09, 2015 at 08:08 PM 0
Share

Late reply, sorry. Thanks a lot for your help Cebollo! This did the trick indeed.

If I can abuse your knowledge: The only 'problem' with this shader is that the outline shows on top of unity's fog. Would you know how to correct that? (far away object, completely in fog are not visible, but the outline still shows)

avatar image Rosehardt · Jan 20, 2016 at 03:22 PM 0
Share

Awesome! Worked like a charm. $$anonymous$$inor detail, the line is not at 33 but at 30 :)

avatar image rubenmueller · Nov 27, 2017 at 09:21 AM 0
Share

Worked for me too! Thx!!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

24 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Adding Outline to a Curved Shader 0 Answers

Vertex Shader and Non-uniformly scaled meshes 1 Answer

Normal length? Outline shader 0 Answers

I have error in Shader transparent/Refractive 1 Answer

Render if Object is behind obstacle? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges