Silhouette-Outlined Diffuse

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Line 142: Line 142:
 
 
 
Fallback "Diffuse"
 
Fallback "Diffuse"
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}
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</shaderlab>
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 +
 +
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Bumped version:
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<shaderlab>
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Shader "Outlined/Silhouetted Bumped Diffuse" {
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Properties {
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_Color ("Main Color", Color) = (.5,.5,.5,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Outline ("Outline width", Range (0.0, 0.03)) = .005
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_MainTex ("Base (RGB)", 2D) = "white" { }
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_BumpMap ("Bumpmap", 2D) = "bump" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : POSITION;
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float4 color : COLOR;
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};
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uniform float _Outline;
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uniform float4 _OutlineColor;
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v2f vert(appdata v) {
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// just make a copy of incoming vertex data but scaled according to normal direction
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v2f o;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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float3 norm  = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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float2 offset = TransformViewToProjection(norm.xy);
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o.pos.xy += offset * o.pos.z * _Outline;
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o.color = _OutlineColor;
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return o;
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}
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ENDCG
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SubShader {
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Tags { "Queue" = "Transparent" }
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// note that a vertex shader is specified here but its using the one above
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Off
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ZWrite Off
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ZTest Always
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// you can choose what kind of blending mode you want for the outline
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Blend SrcAlpha OneMinusSrcAlpha // Normal
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//Blend One One // Additive
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//Blend One OneMinusDstColor // Soft Additive
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//Blend DstColor Zero // Multiplicative
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//Blend DstColor SrcColor // 2x Multiplicative
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) : COLOR {
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return i.color;
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}
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ENDCG
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}
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 +
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CGPROGRAM
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#pragma surface surf Lambert
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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};
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sampler2D _MainTex;
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sampler2D _BumpMap;
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uniform float3 _Color;
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void surf(Input IN, inout SurfaceOutput o) {
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o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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}
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ENDCG
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}
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SubShader {
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Tags { "Queue" = "Transparent" }
 +
 +
Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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Offset 15,15
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// you can choose what kind of blending mode you want for the outline
 +
Blend SrcAlpha OneMinusSrcAlpha // Normal
 +
//Blend One One // Additive
 +
//Blend One OneMinusDstColor // Soft Additive
 +
//Blend DstColor Zero // Multiplicative
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//Blend DstColor SrcColor // 2x Multiplicative
 +
 +
CGPROGRAM
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#pragma vertex vert
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#pragma exclude_renderers gles xbox360 ps3
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ENDCG
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SetTexture [_MainTex] { combine primary }
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}
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CGPROGRAM
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#pragma surface surf Lambert
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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};
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sampler2D _MainTex;
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sampler2D _BumpMap;
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uniform float3 _Color;
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void surf(Input IN, inout SurfaceOutput o) {
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o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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}
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ENDCG
 +
 +
}
 +
 +
Fallback "Outlined/Silhouetted Diffuse"
 
}
 
}
 
</shaderlab>
 
</shaderlab>

Revision as of 01:41, 13 July 2011

Author: User:AnomalousUnderdog.

Description

A variant of Outlined Diffuse 3 showing outlines only at the exteriors of the object. Useful for showing which character is selected in a strategy game, for example.

Notice the left foot is far too down the ground.
The outline is merely the object in question but scaled upwards, rendered in a single color, and it always shows on top of everything (like the tree here), except the object it is outlining.

<shaderlab> Shader "Outlined/Silhouetted Diffuse" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1) _Outline ("Outline width", Range (0.0, 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" = "Transparent" }

// note that a vertex shader is specified here but its using the one above Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off ZTest Always ColorMask RGB // alpha not used

// you can choose what kind of blending mode you want for the outline Blend SrcAlpha OneMinusSrcAlpha // Normal //Blend One One // Additive //Blend One OneMinusDstColor // Soft Additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x Multiplicative

CGPROGRAM

  1. pragma vertex vert
  2. pragma fragment frag

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

Pass { Name "BASE" ZWrite On ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha Material { Diffuse [_Color] Ambient [_Color] } Lighting On SetTexture [_MainTex] { ConstantColor [_Color] Combine texture * constant } SetTexture [_MainTex] { Combine previous * primary DOUBLE } } }

SubShader { Tags { "Queue" = "Transparent" }

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

// you can choose what kind of blending mode you want for the outline Blend SrcAlpha OneMinusSrcAlpha // Normal //Blend One One // Additive //Blend One OneMinusDstColor // Soft Additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x Multiplicative

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

Pass { Name "BASE" ZWrite On ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha Material { Diffuse [_Color] Ambient [_Color] } Lighting On SetTexture [_MainTex] { ConstantColor [_Color] Combine texture * constant } SetTexture [_MainTex] { Combine previous * primary DOUBLE } } }

Fallback "Diffuse" } </shaderlab>


Bumped version: <shaderlab> Shader "Outlined/Silhouetted Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1) _Outline ("Outline width", Range (0.0, 0.03)) = .005 _MainTex ("Base (RGB)", 2D) = "white" { } _BumpMap ("Bumpmap", 2D) = "bump" {} }

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" = "Transparent" }

// note that a vertex shader is specified here but its using the one above Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off ZTest Always

// you can choose what kind of blending mode you want for the outline Blend SrcAlpha OneMinusSrcAlpha // Normal //Blend One One // Additive //Blend One OneMinusDstColor // Soft Additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x Multiplicative

CGPROGRAM

  1. pragma vertex vert
  2. pragma fragment frag

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


CGPROGRAM

  1. pragma surface surf Lambert

struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; sampler2D _MainTex; sampler2D _BumpMap; uniform float3 _Color; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG

}

SubShader { Tags { "Queue" = "Transparent" }

Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite On Offset 15,15

// you can choose what kind of blending mode you want for the outline Blend SrcAlpha OneMinusSrcAlpha // Normal //Blend One One // Additive //Blend One OneMinusDstColor // Soft Additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x Multiplicative

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

CGPROGRAM

  1. pragma surface surf Lambert

struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; sampler2D _MainTex; sampler2D _BumpMap; uniform float3 _Color; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG

}

Fallback "Outlined/Silhouetted Diffuse" } </shaderlab>

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