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Shader "Tutorial/020_InvertedHull/Surface" {
Properties {
_Color ("Tint", Color) = (0, 0, 0, 1)
_MainTex ("Texture", 2D) = "white" {}
_Smoothness ("Smoothness", Range(0, 1)) = 0
_Metallic ("Metalness", Range(0, 1)) = 0
[HDR] _Emission ("Emission", color) = (0,0,0)
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1)
_OutlineThickness ("Outline Thickness", Range(0,1)) = 0.1
}
SubShader {
//the material is completely non-transparent and is rendered at the same time as the other opaque geometry
Tags{ "RenderType"="Opaque" "Queue"="Geometry"}
CGPROGRAM
//the shader is a surface shader, meaning that it will be extended by unity in the background
//to have fancy lighting and other features
//our surface shader function is called surf and we use our custom lighting model
//fullforwardshadows makes sure unity adds the shadow passes the shader might need
//vertex:vert makes the shader use vert as a vertex shader function
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
half _Smoothness;
half _Metallic;
half3 _Emission;
//input struct which is automatically filled by unity
struct Input {
float2 uv_MainTex;
};
//the surface shader function which sets parameters the lighting function then uses
void surf (Input i, inout SurfaceOutputStandard o) {
//read albedo color from texture and apply tint
fixed4 col = tex2D(_MainTex, i.uv_MainTex);
col *= _Color;
o.Albedo = col.rgb;
//just apply the values for metalness, smoothness and emission
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Emission = _Emission;
}
ENDCG
//The second pass where we render the outlines
Pass{
Cull Front
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
//tint of the texture
fixed4 _OutlineColor;
float _OutlineThickness;
//the object data that's put into the vertex shader
struct appdata{
float4 vertex : POSITION;
float4 normal : NORMAL;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f{
float4 position : SV_POSITION;
};
//the vertex shader
v2f vert(appdata v){
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex + normalize(v.normal) * _OutlineThickness);
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
return _OutlineColor;
}
ENDCG
}
}
FallBack "Standard"
}