/
DecodeOutline.shader
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/
DecodeOutline.shader
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Shader "Unlit/DecodeOutline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_OutlineColor ("Outline Color", Color) = (0.05,0.1,0.2,1.0)
_OutlineWidth ("Outline Width", Float) = 0.1
[Enum(Normal, 0, From Vertex Color, 1)] _OutlineMode ("Outline Mode", Int) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
Name "FORWARD"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag(v2f i) : SV_Target
{
return tex2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex));
}
ENDCG
}
Pass
{
Name "FORWARD_OUTLINE"
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv0 : TEXCOORD0;
float4 color : COLOR; // for outline
float3 normalOS : NORMAL; // for outline
float4 tangentOS : TANGENT; // for outline
// when using other than color
/*
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 uv3 : TEXCOORD3;
float4 uv4 : TEXCOORD4;
float4 uv5 : TEXCOORD5;
float4 uv6 : TEXCOORD6;
float4 uv7 : TEXCOORD7;
*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _OutlineColor;
float _OutlineWidth;
uint _OutlineMode;
// object space
float3 CalcOutlineVectorOS(float4 color, float3 normalOS, float4 tangentOS)
{
float3 bitangentOS = normalize(cross(normalOS, tangentOS.xyz)) * (tangentOS.w * length(normalOS));
float3 outlineVectorTS = color.rgb * 2.0 - 1.0;
float3 outlineVector = outlineVectorTS.x * tangentOS.xyz + outlineVectorTS.y * bitangentOS + outlineVectorTS.z * normalOS;
return outlineVector * color.a;
}
// world space
float3 CalcOutlineVectorWS(float4 color, float3 normalOS, float4 tangentOS)
{
float3 normalWS = UnityObjectToWorldNormal(normalOS);
float3 tangentWS = UnityObjectToWorldDir(tangentOS.xyz);
float3 bitangentWS = cross(normalWS, tangentWS.xyz) * tangentOS.w * unity_WorldTransformParams.w;
float3 outlineVectorTS = color.rgb * 2.0 - 1.0;
float3 outlineVector = outlineVectorTS.x * tangentWS.xyz + outlineVectorTS.y * bitangentWS + outlineVectorTS.z * normalWS;
return outlineVector * color.a;
}
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// for outline
if(_OutlineMode == 0)
{
v.vertex.xyz += v.normalOS * _OutlineWidth * 0.01;
}
else if(_OutlineMode == 1)
{
v.vertex.xyz += CalcOutlineVectorOS(v.color, v.normalOS, v.tangentOS) * _OutlineWidth * 0.01;
}
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv0.xy;
return o;
}
half4 frag(v2f i) : SV_Target
{
return tex2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex)) * _OutlineColor;
}
ENDCG
}
}
}