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CustomOutline-CameraIndependent.shader
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CustomOutline-CameraIndependent.shader
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Outlined/Custom Camera Independent" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline2 ("Outline width", Range (0, 1)) = .1
_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 _Outline2;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
//Camera position in world
float3 targetPos = _WorldSpaceCameraPos;
//Object position in world
float3 objectPos = mul (unity_ObjectToWorld, v.vertex).xyz;
//Vertex offset from center of the object
float3 offset = v.vertex.xyz;
//Distance from the object to the camera
float dist = distance(objectPos, targetPos + offset);
//Forward vector of the camera
float3 viewDir = UNITY_MATRIX_IT_MV[2].xyz;
//Vector between vertex and offseted camera pos
float3 distVec = objectPos - (targetPos + offset);
//Angle between two vectors
float angle = distVec - distVec;
//float angle = atan2(normalize(cross(distVec,viewDir)), dot(distVec,viewDir));
//Real distance (to the plane 90 degrees to camera forward and object)
float finalDist = dist * cos(degrees(angle));
//v.vertex *= ( 2 );
v.vertex *= finalDist * _Outline2;
//v.vertex *= -1;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader {
//Tags {"Queue" = "Geometry+100" }
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
//Offset 50,50
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR { return i.color; }
ENDCG
}
}
SubShader {
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3
ENDCG
SetTexture [_MainTex] { combine primary }
}
}
Fallback "Diffuse"
}