Silhouette-Outlined Diffuse

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(Added outline only variant)
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Fallback "Outlined/Silhouetted Diffuse"
 
Fallback "Outlined/Silhouetted Diffuse"
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}
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</shaderlab>
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==Outline Only Variant==
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[[Image:SilhouetteOutlineOnly1.jpg|Only the outline is shown in this variant.]]
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The thing that does the trick here is "Blend Zero One" which is to completely forego rendering our object and use only the destination color (i.e. whatever is behind the object). In effect, the object itself is invisible, but we still let the outline render itself. So that's what we're left with: only the outline.
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<shaderlab>
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Shader "Outlined/Silhouette Only" {
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Properties {
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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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}
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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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Pass {
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Name "BASE"
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Cull Back
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Blend Zero One
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SetTexture [_OutlineColor] {
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ConstantColor (0,0,0,0)
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Combine constant
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}
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}
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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 Front
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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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Fallback "Diffuse"
 
}
 
}
 
</shaderlab>
 
</shaderlab>

Revision as of 23:44, 3 October 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. You can remove the "showing on top" effect by removing all occurrences of "ZTest Always"

<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 Off ZTest Always 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 Off ZTest Always 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>


Outline Only Variant

Only the outline is shown in this variant.

The thing that does the trick here is "Blend Zero One" which is to completely forego rendering our object and use only the destination color (i.e. whatever is behind the object). In effect, the object itself is invisible, but we still let the outline render itself. So that's what we're left with: only the outline.

<shaderlab> Shader "Outlined/Silhouette Only" { Properties { _OutlineColor ("Outline Color", Color) = (0,0,0,1) _Outline ("Outline width", Range (0.0, 0.03)) = .005 }

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" }

Pass { Name "BASE" Cull Back Blend Zero One SetTexture [_OutlineColor] { ConstantColor (0,0,0,0) Combine constant } }

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

// 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 }


}

Fallback "Diffuse" } </shaderlab>

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