Silhouette-Outlined Diffuse

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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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