73 lines
1.5 KiB
Plaintext
73 lines
1.5 KiB
Plaintext
Shader "Toon/OutlineShader"
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{
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Properties
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{
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_OutlineColor("Outline Color", Color) = (0,0,0,1)
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_Outline("Outline width", Range(0.0, 0.03)) = .005
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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Name "OUTLINE"
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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CBUFFER_START(UnityPerMaterial)
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float _Outline;
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float4 _OutlineColor;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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half fogCoord : TEXCOORD0;
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half4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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input.positionOS.xyz += input.normalOS.xyz * _Outline;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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output.color = _OutlineColor;
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output.fogCoord = ComputeFogFactor(output.positionCS.z);
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return output;
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}
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half4 frag(Varyings i) : SV_Target
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{
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i.color.rgb = MixFog(i.color.rgb, i.fogCoord);
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return i.color;
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}
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ENDHLSL
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}
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}
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}
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