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@GunnarKarlsson
Created July 29, 2017 10:06
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Outline shader for Unity
Shader "squidzoo/Outline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_OutlineColor("Outline color", Color) = (0,0,0,1)
_OutlineWidth("Outline width", Range(1.0,5.0)) = 1.05
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : POSITION;
float3 normal : NORMAL;
};
float _OutlineWidth;
float4 _OutlineColor;
ENDCG
SubShader
{
Pass
{
Zwrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
v2f vert(appdata v)
{
v.vertex.xyz *= _OutlineWidth;
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR
{
return _OutlineColor;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vertPassTwo
#pragma fragment fragPassTwo
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdataPassTwo
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2fPassTwo
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2fPassTwo vertPassTwo (appdataPassTwo v)
{
v2fPassTwo o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 fragPassTwo (v2fPassTwo i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
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