Shader "Custom/OutLine" {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) {
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" }
Pass {
Tags { "LightMode" = "Always" }
Cull Off
ZWrite Off
//ZTest Always//始终通过深度测试,即可以渲染
//ColorMask RGB // alpha not used
Blend SrcAlpha OneMinusSrcAlpha // Normal 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
}
}
}
Fallback "Diffuse"
}