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Adding Outline to a Curved Shader
Hi, I got a problem when trying to add an outline(just like as a toon shader) to a curved shader with unity 5.
This one is the original curved shader which works fine.
Shader "Custom/Curved" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_QOffset ("Offset", Vector) = (0,0,0,0)
_Brightness ("Brightness", Float) = 0.0
_Dist ("Distance", Float) = 100.0
}
SubShader {
Tags { "Queue" = "Transparent"}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _QOffset;
float _Dist;
float _Brightness;
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float3 viewDir : TEXCOORD1;
fixed4 color : COLOR;
};
v2f vert (appdata_full v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
float zOff = vPos.z/_Dist;
vPos += _QOffset*zOff*zOff;
o.pos = mul (UNITY_MATRIX_P, vPos);
o.uv = v.texcoord;
return o;
}
half4 frag (v2f i) : COLOR0
{
half4 col = tex2D(_MainTex, i.uv.xy);
col *= UNITY_LIGHTMODEL_AMBIENT*_Brightness;
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
And this one is the one I am trying to add an outline into it.
Shader "Outlined/Silhouetted Diffuse" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 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" = "Transparent" }
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Off
ZWrite Off
ZTest Always
ColorMask RGB // alpha not used
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR {
return i.color;
}
ENDCG
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite Off
ZTest Always
ColorMask RGB
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3
ENDCG
SetTexture [_MainTex] { combine primary }
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
Fallback "Diffuse"
}
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