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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.
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!
Have you tried making your mesh the child of an empty gameobject and then scaling the parent object ins$$anonymous$$d of the mesh?
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?
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
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));
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)
Awesome! Worked like a charm. $$anonymous$$inor detail, the line is not at 33 but at 30 :)
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