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ShaderTutorials/Assets/020_Inverted_Hull/UnlitOutlines.shader
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Shader "Tutorial/020_InvertedHull/Unlit"{ | |
//show values to edit in inspector | |
Properties{ | |
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1) | |
_OutlineThickness ("Outline Thickness", Range(0,.1)) = 0.03 | |
_Color ("Tint", Color) = (0, 0, 0, 1) | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader{ | |
//the material is completely non-transparent and is rendered at the same time as the other opaque geometry | |
Tags{ "RenderType"="Opaque" "Queue"="Geometry"} | |
//The first pass where we render the Object itself | |
Pass{ | |
CGPROGRAM | |
//include useful shader functions | |
#include "UnityCG.cginc" | |
//define vertex and fragment shader | |
#pragma vertex vert | |
#pragma fragment frag | |
//texture and transforms of the texture | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
//tint of the texture | |
fixed4 _Color; | |
//the object data that's put into the vertex shader | |
struct appdata{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
//the data that's used to generate fragments and can be read by the fragment shader | |
struct v2f{ | |
float4 position : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
//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); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
//the fragment shader | |
fixed4 frag(v2f i) : SV_TARGET{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
col *= _Color; | |
return col; | |
} | |
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 | |
//color of the outline | |
fixed4 _OutlineColor; | |
//thickness of the outline | |
float _OutlineThickness; | |
//the object data that's available to the vertex shader | |
struct appdata{ | |
float4 vertex : POSITION; | |
float3 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; | |
//calculate the position of the expanded object | |
float3 normal = normalize(v.normal); | |
float3 outlineOffset = normal * _OutlineThickness; | |
float3 position = v.vertex + outlineOffset; | |
//convert the vertex positions from object space to clip space so they can be rendered | |
o.position = UnityObjectToClipPos(position); | |
return o; | |
} | |
//the fragment shader | |
fixed4 frag(v2f i) : SV_TARGET{ | |
return _OutlineColor; | |
} | |
ENDCG | |
} | |
} | |
//fallback which adds stuff we didn't implement like shadows and meta passes | |
FallBack "Standard" | |
} |