// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Outlined/Silhouetted Diffuse" { Properties{ _Color("Main Color", Color) = (1,1,1,1) _OutlineColor("Outline Color", Color) = (1,0,0,1) //改变这个能改变轮廓边的颜色 _Outline("Outline width", Range(0.0, 0.03)) = 0.0008 //改变这个能改变轮廓边的粗细 _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 = UnityObjectToClipPos(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 } } } }