Outlined Diffuse 3

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Revision as of 22:55, 8 July 2011 by AnomalousUnderdog (Talk | contribs)

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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) { 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 {

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 fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } }

SubShader { 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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