Created
          February 9, 2017 14:03 
        
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    Character outline behind objects in unity
  
        
  
    
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  | Shader "Outlined/Outline Diffuse" | |
| { | |
| Properties | |
| { | |
| _Color ("Main Color", Color) = (.5,.5,.5,1) | |
| _OutlineColor ("Outline Color", Color) = (0,0,0,1) | |
| _Outline ("Outline width", Range (0.0, 0.03)) = .005 | |
| _MainTex ("Base (RGB)", 2D) = "white" { } | |
| } | |
| CGINCLUDE | |
| #include "UnityCG.cginc" | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| float3 normal : NORMAL; | |
| }; | |
| struct v2f | |
| { | |
| float4 pos : POSITION; | |
| float4 color : COLOR; | |
| }; | |
| uniform float _Outline; | |
| uniform float4 _OutlineColor; | |
| v2f vert(appdata v) | |
| { | |
| // just make a copy of incoming vertex data but scaled according to normal direction | |
| v2f o; | |
| o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
| float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); | |
| float2 offset = TransformViewToProjection(norm.xy); | |
| o.pos.xy += offset * o.pos.z * _Outline; | |
| o.color = _OutlineColor; | |
| return o; | |
| } | |
| ENDCG | |
| SubShader | |
| { | |
| Tags { "Queue" = "Transparent" } | |
| // note that a vertex shader is specified here but its using the one above | |
| Pass | |
| { | |
| Name "OUTLINE" | |
| Tags { "LightMode" = "Always" } | |
| Cull Off | |
| ZWrite Off | |
| ZTest Always | |
| ColorMask RGB // alpha not used | |
| // you can choose what kind of blending mode you want for the outline | |
| Blend SrcAlpha OneMinusSrcAlpha // Normal | |
| //Blend One One // Additive | |
| //Blend One OneMinusDstColor // Soft Additive | |
| //Blend DstColor Zero // Multiplicative | |
| //Blend DstColor SrcColor // 2x Multiplicative | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| half4 frag(v2f i) :COLOR | |
| { | |
| return i.color; | |
| } | |
| ENDCG | |
| } | |
| Pass | |
| { | |
| Name "BASE" | |
| ZWrite On | |
| ZTest LEqual | |
| Blend SrcAlpha OneMinusSrcAlpha | |
| Material | |
| { | |
| Diffuse [_Color] | |
| Ambient [_Color] | |
| } | |
| Lighting On | |
| SetTexture [_MainTex] | |
| { | |
| ConstantColor [_Color] | |
| Combine texture * constant | |
| } | |
| SetTexture [_MainTex] | |
| { | |
| Combine previous * primary DOUBLE | |
| } | |
| } | |
| } | |
| SubShader | |
| { | |
| Tags { "Queue" = "Transparent" } | |
| Pass | |
| { | |
| Name "OUTLINE" | |
| Tags { "LightMode" = "Always" } | |
| Cull Front | |
| ZWrite Off | |
| ZTest Always | |
| ColorMask RGB | |
| // you can choose what kind of blending mode you want for the outline | |
| Blend SrcAlpha OneMinusSrcAlpha // Normal | |
| //Blend One One // Additive | |
| //Blend One OneMinusDstColor // Soft Additive | |
| //Blend DstColor Zero // Multiplicative | |
| //Blend DstColor SrcColor // 2x Multiplicative | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma exclude_renderers gles xbox360 ps3 | |
| ENDCG | |
| SetTexture [_MainTex] { combine primary } | |
| } | |
| Pass | |
| { | |
| Name "BASE" | |
| ZWrite On | |
| ZTest LEqual | |
| Blend SrcAlpha OneMinusSrcAlpha | |
| Material | |
| { | |
| Diffuse [_Color] | |
| Ambient [_Color] | |
| } | |
| Lighting On | |
| SetTexture [_MainTex] | |
| { | |
| ConstantColor [_Color] | |
| Combine texture * constant | |
| } | |
| SetTexture [_MainTex] | |
| { | |
| Combine previous * primary DOUBLE | |
| } | |
| } | |
| } | |
| Fallback "Diffuse" | |
| } | 
  
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