trying to implement an outline shader to make important objects stand out more

This commit is contained in:
LOLthecool 2024-02-23 12:24:21 +00:00
parent fca0387218
commit de7ff223ca
19 changed files with 3315 additions and 264 deletions

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Shader "Tutorial/Outline" {
Properties {
_Texture ("Texture", 2D) = "White" {}
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1)
_OutlineWidth ("Outline Width", Range(0, 0.1)) = 0.03
}
Subshader {
Tags {
"RenderType" = "Opaque"
}
CGPROGRAM
#pragma surface surf NoLighting noambient
sampler2D _Texture;
fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) {
return fixed4(s.Albedo, s.Alpha);
}
struct Input {
float2 uv_MainTex;
};
half4 _Color;
half _Glossiness;
half _Metallic;
void surf(Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D (_Texture, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
Pass {
Cull Front
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half _OutlineWidth;
float4 VertexProgram(
float4 position : POSITION,
float3 normal : NORMAL) : SV_POSITION {
position.xyz += normal * _OutlineWidth;
return UnityObjectToClipPos(position);
}
half4 _OutlineColor;
half4 FragmentProgram() : SV_TARGET {
return _OutlineColor;
}
ENDCG
}
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