Outlined Diffuse 3

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(Created page with "Regular Diffuse rendering with a toon-style outline. Compatible with Unity 3.x <shaderlab> Shader "Outlined/Diffuse" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1...")
 
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v2f vert(appdata v) {
 
v2f vert(appdata v) {
 +
// just make a copy of incoming vertex data but scaled according to normal direction
 
v2f o;
 
v2f o;
 
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
 
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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SubShader {
 
SubShader {
 
+
//Tags {"Queue" = "Geometry+100" }
 
CGPROGRAM
 
CGPROGRAM
 
#pragma surface surf Lambert
 
#pragma surface surf Lambert
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ENDCG
 
ENDCG
  
 +
// note that a vertex shader is specified here but its using the one above
 
Pass {
 
Pass {
 
Name "OUTLINE"
 
Name "OUTLINE"
 
Tags { "LightMode" = "Always" }
 
Tags { "LightMode" = "Always" }
 
Cull Front
 
Cull Front
ZWrite On
+
ZWrite Off
 
ColorMask RGB
 
ColorMask RGB
 
Blend SrcAlpha OneMinusSrcAlpha
 
Blend SrcAlpha OneMinusSrcAlpha
 +
//Offset 50,50
  
 
CGPROGRAM
 
CGPROGRAM
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SubShader {
 
SubShader {
 +
CGPROGRAM
 +
#pragma surface surf Lambert
 +
 +
sampler2D _MainTex;
 +
fixed4 _Color;
 +
 +
struct Input {
 +
float2 uv_MainTex;
 +
};
 +
 +
void surf (Input IN, inout SurfaceOutput o) {
 +
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
 +
o.Albedo = c.rgb;
 +
o.Alpha = c.a;
 +
}
 +
ENDCG
 +
 
Pass {
 
Pass {
 
Name "OUTLINE"
 
Name "OUTLINE"

Revision as of 00:36, 9 July 2011

Regular Diffuse rendering with a toon-style outline. Compatible with Unity 3.x

<shaderlab> Shader "Outlined/Diffuse" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1) _Outline ("Outline width", Range (.002, 0.03)) = .005 _MainTex ("Base (RGB)", 2D) = "white" { } }

CGINCLUDE

  1. include "UnityCG.cginc"

struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; };

struct v2f { float4 pos : POSITION; float4 color : COLOR; };

uniform float _Outline; uniform float4 _OutlineColor;

v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy);

o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } ENDCG

SubShader { //Tags {"Queue" = "Geometry+100" } CGPROGRAM

  1. pragma surface surf Lambert

sampler2D _MainTex; fixed4 _Color;

struct Input { float2 uv_MainTex; };

void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG

// note that a vertex shader is specified here but its using the one above Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite Off ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha //Offset 50,50

CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } }

SubShader { CGPROGRAM

  1. pragma surface surf Lambert

sampler2D _MainTex; fixed4 _Color;

struct Input { float2 uv_MainTex; };

void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG

Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite On ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha

CGPROGRAM #pragma vertex vert #pragma exclude_renderers gles xbox360 ps3 ENDCG SetTexture [_MainTex] { combine primary } } }

Fallback "Diffuse" } </shaderlab>

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