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Question by Luana Favetta · Oct 15, 2013 at 11:14 AM · shadershadowoutlineopaque

How to make shader outline without inner shadow?

Hi guys, how are you?

I have a simple question for who understand about shader (I dont):

Here I have two real situations

The first one is that my sphere have a opaque shader when I click on play.

alt text

The second situation is on OnMouseDown function. I have a shader that do an outline effect in the sphere.. but this shader make an inner shadow too. I don't want in any way that shadow effect... can anybody help me in this quest?

alt text

This is the code of outline shader (I need this shader without the shadow effect):

 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 that is the name of native opaque shader of unity:"Transparent/Cutout/Soft Edge Unlit" (this is a very big code.. )

If anyone can help me I appreciate very much!

Thanks!!

screen shot 2013-10-11 at 9.41.11 am.png (5.9 kB)
screen shot 2013-10-11 at 9.41.16 am.png (9.6 kB)
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