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Question by MidgardDev · Mar 25, 2015 at 04:33 PM · shaderplayertagsignoresilhouette

Player Silhouette Shader ignore certain objects

Hi there everyone!

Recently I found a problem in my game where as it's in isometric view, if you standed behind an object, the camera couldn't see the player, so I researched a bit and ended up with a shader that would show the player's silhouette when any geometry would be obstructing the view on him.

Everything is working really nice, the only problem is that I have some objects that are a children of the player mesh that are getting in the way of that shader, so as they ARE part of the player's transform (but not of the mesh), I would like these objects to not "obstruct" the view.

Here's a few images:

Front player view (no problems):

alt text

Perspective player view, the jetpack, that is a children of the player's transform mesh, obstructs the view and shows a part of the player's silhouette:

alt text

This is the code for the shader I'm using (I must say I have no idea on shader programming, so any help or advice would be useful!):

 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"
 }


And so, what I tried is to search if shaders could ignore layers or gameobject tags, but that's a Unity only runtime feature, so what I have also tried is to make the player camera ignore a layer where I then put in the objects I want to NOT draw the player's silhouette. But they end up by not rendering (of course, they're not in the culling mask..) so that's everything.

Again, any help, advice or explanation would be really helpful!

Thanks for everything beforehand ^^

1.png (20.3 kB)
2.png (21.1 kB)
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