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168 lines
6.2 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "My/OutLine"
{
Properties
{
_LineWidth("LineWidth", Float) = 0
[HDR]_MainColor("MainColor", Color) = (0,0,0,0)
[HDR]_OutLineColor("OutLineColor", Color) = (1,1,1,0)
_Opcity("Opcity", Range( 0 , 1)) = 1
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Pass
{
ColorMask 0
ZTest Less
ZWrite On
}
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" }
ZWrite On
ZTest Less
Cull Front
CGPROGRAM
#pragma target 3.0
#pragma surface outlineSurf Outline nofog alpha:premul keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc
void outlineVertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
float outlineVar = _LineWidth;
v.vertex.xyz *= ( 1 + outlineVar);
}
inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
void outlineSurf( Input i, inout SurfaceOutput o )
{
o.Emission = _OutLineColor.rgb;
o.Alpha = 0.0;
}
ENDCG
Tags{ "RenderType" = "Transparent" "Queue" = "AlphaTest+0" "IsEmissive" = "true" }
Cull Back
ZWrite On
ZTest LEqual
AlphaToMask On
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
half filler;
};
uniform float4 _MainColor;
uniform float _Opcity;
uniform float4 _OutLineColor;
uniform float _LineWidth;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
v.vertex.xyz += 0;
v.vertex.w = 1;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Emission = _MainColor.rgb;
o.Alpha = _Opcity;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows vertex:vertexDataFunc
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
AlphaToMask Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float3 worldPos : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
vertexDataFunc( v, customInputData );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
float3 worldPos = IN.worldPos;
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=18900
95.2;382.4;1231;615;874.9052;63.498;1;True;False
Node;AmplifyShaderEditor.RangedFloatNode;10;-605.5823,410.0142;Inherit;False;Property;_LineWidth;LineWidth;0;0;Create;True;0;0;0;False;0;False;0;0.02;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;14;-743.7242,159.1825;Inherit;False;Property;_OutLineColor;OutLineColor;3;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,0;0.4392157,3.32549,5.992157,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;29;-354.7667,122.19;Inherit;False;Property;_Opcity;Opcity;4;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;13;-684.3784,-45.97131;Inherit;False;Property;_MainColor;MainColor;2;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.OutlineNode;6;-412.7316,270.7536;Inherit;False;1;True;AlphaPremultiplied;1;1;Front;3;0;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;15;-11,-4;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;My/OutLine;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;1;False;-1;0;False;-1;False;0;False;-1;0;False;-1;True;1;Custom;0.5;True;True;0;True;Transparent;;AlphaTest;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;1;-1;-1;-1;0;True;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
WireConnection;6;0;14;0
WireConnection;6;1;10;0
WireConnection;15;2;13;0
WireConnection;15;9;29;0
WireConnection;15;11;6;0
ASEEND*/
//CHKSM=335A7AC4D01C35052422D3D41F3A2459F2F48254