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170 lines
6.2 KiB
170 lines
6.2 KiB
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "My/OutLineAlways"
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{
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Properties
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{
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_LineWidth("LineWidth", Float) = 0
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[HDR]_MainColor("MainColor", Color) = (0,0,0,0)
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[HDR]_OutLineColor("OutLineColor", Color) = (1,1,1,0)
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_Opcity("Opcity", Range( 0 , 1)) = 1
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Pass
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{
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ColorMask 0
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ZTest Always
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ZWrite On
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}
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" }
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ZWrite On
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ZTest Always
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Cull Front
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CGPROGRAM
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#pragma target 3.0
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#pragma surface outlineSurf Outline nofog alpha:premul keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc
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void outlineVertexDataFunc( inout appdata_full v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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float outlineVar = _LineWidth;
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v.vertex.xyz *= ( 1 + outlineVar);
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}
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inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
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void outlineSurf( Input i, inout SurfaceOutput o )
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{
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o.Emission = _OutLineColor.rgb;
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o.Alpha = 0.0;
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}
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ENDCG
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Tags{ "RenderType" = "TransparentCutout" "Queue" = "Overlay+0" "IsEmissive" = "true" }
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Cull Back
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ZWrite On
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaToMask On
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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struct Input
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{
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half filler;
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};
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uniform float4 _MainColor;
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uniform float _Opcity;
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uniform float4 _OutLineColor;
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uniform float _LineWidth;
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void vertexDataFunc( inout appdata_full v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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v.vertex.xyz += 0;
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v.vertex.w = 1;
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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o.Emission = _MainColor.rgb;
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o.Alpha = _Opcity;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows vertex:vertexDataFunc
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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AlphaToMask Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float3 worldPos : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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vertexDataFunc( v, customInputData );
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18900
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468.8;352;1231;619;1130.663;159.7037;1.3;True;False
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Node;AmplifyShaderEditor.RangedFloatNode;10;-605.5823,410.0142;Inherit;False;Property;_LineWidth;LineWidth;0;0;Create;True;0;0;0;False;0;False;0;0.04;0;0;0;1;FLOAT;0
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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;0.4078431,1.270588,1.498039,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;29;-354.7667,122.19;Inherit;False;Property;_Opcity;Opcity;4;0;Create;True;0;0;0;False;0;False;1;0.557;0;1;0;1;FLOAT;0
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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;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.OutlineNode;6;-312.6316,291.5536;Inherit;False;1;True;AlphaPremultiplied;1;7;Front;3;0;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;15;0,0;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;My/OutLineAlways;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;7;Custom;0.5;True;True;0;True;TransparentCutout;;Overlay;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;2;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
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WireConnection;6;0;14;0
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WireConnection;6;1;10;0
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WireConnection;15;2;13;0
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WireConnection;15;9;29;0
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WireConnection;15;11;6;0
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ASEEND*/
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//CHKSM=8A52197AE9C2780C04B25997C660A079E3AA45EC |