OutlinedDiffuse

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Courtesy of "Omega". Regular Diffuse rendering with a toon-style outline.

Shader "Outlined Diffuse" 
{ 
   Properties 
   { 
      _Color ("Main Color", Color) = (.5,.5,.5,1) 
      _OutlineColor ("Outline Color", Color) = (0,1,0,1) 
      _Outline ("Outline width", Range (0.002, 0.03)) = 0.01 
      _MainTex ("Base (RGB)", 2D) = "white" { } 
      //Not needed 
      //_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal } 
   } 
 
   SubShader 
   { 
      Tags { "RenderType"="Opaque" } 
      //Minor switch 
      //UsePass "Toon/Basic/BASE" 
      UsePass "Diffuse/BASE" 
      Pass 
      { 
         Name "OUTLINE" 
         Tags { "LightMode" = "Always" } 
 
         CGPROGRAM 
         #pragma vertex vert 
 
         struct appdata { 
             float4 vertex; 
             float3 normal; 
         }; 
 
         struct v2f { 
            float4 pos : POSITION; 
            float4 color : COLOR; 
            float fog : FOGC; 
         }; 
         uniform float _Outline; 
         uniform float4 _OutlineColor; 
 
         v2f vert(appdata v) { 
            v2f o; 
            o.pos = mul(glstate.matrix.mvp, v.vertex); 
            float3 norm = mul ((float3x3)glstate.matrix.modelview[0], v.normal); 
            norm.x *= glstate.matrix.projection[0][0]; 
            norm.y *= glstate.matrix.projection[1][1]; 
            o.pos.xy += norm.xy * o.pos.z * _Outline; 
 
            o.fog = o.pos.z; 
            o.color = _OutlineColor; 
            return o; 
         } 
         ENDCG 
 
         Cull Front 
         ZWrite On 
         ColorMask RGB 
         Blend SrcAlpha OneMinusSrcAlpha 
         //? -Note: I don't remember why I put a "?" here 
         SetTexture [_MainTex] { combine primary } 
      } 
   } 
 
   Fallback "Diffuse" 
}
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