80 lines
1.4 KiB
Plaintext
80 lines
1.4 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UsayaLib/Obsolete/Outline" {
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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, 0.5)) = .005
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_MainTex ("Base (RGB)", 2D) = "white" { }
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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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v2f o;
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o.pos = UnityObjectToClipPos(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 * _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 "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ZTest Always
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ColorMask RGB // alpha not used
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Blend SrcAlpha OneMinusSrcAlpha // Normal
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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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Pass {
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Name "BASE"
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/*
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Cull Back
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ZWrite On
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ZTest LEqual
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*/
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ZWrite On
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ZTest Always
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SetTexture [_MainTex] {
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ConstantColor [_Color]
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Combine texture * constant
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}
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}
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}
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Fallback "Diffuse"
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}
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