123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133 |
- // 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
- }
- }
- }
- }
|