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how to make showing and hiding outline?
hi I would like to know how to do outline, but when a player is, for example, 2 meters from the object then the outline will show and when a player is far outline disappears
like in ludwig or Ed, Edd n Eddy the Mis Ed-ventures
Answer by bompi88 · Jun 04, 2012 at 05:26 PM
You could calculate the distance from the object to the player like this. Then if the player is 2 meter or less from the object you could switch to another shader with an outline, like this shader (on the wiki). If player is more than 2 meters from the object, you switch to your default shader. You could also remove the "showing on top" effect of the shader by removing all occurrences of "ZTest Always" in the shader.
Edit: You could do something like this, for your script on the object (Not the best way to do it, I think, but it works). Drag your player to the player prop in the inspector, set the distance condition, set the outline color and width -> and i think you are ready to go.
//ObjectOutliner.cs
using UnityEngine;
using System.Collections;
public class ObjectOutliner : MonoBehaviour {
public GameObject player;
public Shader shader1;
public Shader shader2;
public float outlineSize = 0.01f;
public float distanceToAct = 2;
public Color outlineColor = Color.black;
private bool alreadyNear = false;
// Use this for initialization
void Start () {
shader1 = Shader.Find("Diffuse");
shader2 = Shader.Find("Outlined/Silhouetted Diffuse");
}
// Update is called once per frame
void Update () {
float distance = Vector3.Distance(gameObject.transform.position, player.transform.position);
if (distance <= distanceToAct) {
if (!alreadyNear) {
alreadyNear = true;
renderer.material.shader = shader2;
renderer.material.SetFloat("_Outline", outlineSize);
renderer.material.SetColor("_OutlineColor", outlineColor);
}
} else {
alreadyNear = false;
renderer.material.shader = shader1;
}
}
}
Your shader would be (Taken from unity wiki, and removed ZTest always):
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)) = .01
_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
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
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 flash
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"
}
Here's a package of an working example: OutlineExample Here's the testbuild for Windows. Here's a testbuild for WebPlayer.
i'm new in unity and i don't know how to make scripts so can you show me this script here
I want to see what its all about
You should know that this shader does not render properly on a regular box mesh. On organic like meshes it works pretty well. ;) And its not an animated outline like Edd n Eddy the $$anonymous$$is Ed-ventures, sorry.
i have problem with shader:
'compiling shaders to openGL ES 2.0, Xbox 360, PS3, Flash or DX11 requires both vertex and fragment programs at line 104'
copy the code at line 59 to line 104, the compiling error disappear...! may it help you.alt text
Answer by Sudhi · Oct 15, 2012 at 02:27 PM
I want to get the same effect but with outline shader code on the main camera. there are already so many objects in my scene, that I won't be able to do this for each and every object. I tried using SetReplacementShader from Unity which doesn't work. I want the object outline when the player clicks on any object.
Please do not post comments or further questions as answers. Regarding this specific request, if you're like get a response you'll have better luck posting a new question and referencing this question (linking to) to ensure everyone understands your requirements on top of what's already been solved.
Answer by Kasima · Nov 07, 2014 at 03:21 PM
If the Shader works in the Editor, but not after building and running outside of Unity Editor, you can try to make a folder called Resources and move the Shader in that Folder. When you Build the project only Resources are compiled which are used in the Scene or are in the Resources folder.
I had the same mistake and searched for hours for the answer :D
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