OutlinedDiffuse
From Unify Community Wiki
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" }