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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Outlined/Silhouetted Bumped 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" { }
- _BumpMap("Bumpmap", 2D) = "bump" {}
- }
- 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 = UnityObjectToClipPos(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
- // 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
- }
- CGPROGRAM
- #pragma surface surf Lambert
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- };
- sampler2D _MainTex;
- sampler2D _BumpMap;
- uniform float3 _Color;
- void surf(Input IN, inout SurfaceOutput o) {
- o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- }
- ENDCG
- }
- SubShader{
- Tags { "Queue" = "Transparent" }
- Pass {
- Name "OUTLINE"
- Tags { "LightMode" = "Always" }
- Cull Front
- ZWrite Off
- ZTest Always
- Offset 15,15
- // 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 }
- }
- CGPROGRAM
- #pragma surface surf Lambert
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- };
- sampler2D _MainTex;
- sampler2D _BumpMap;
- uniform float3 _Color;
- void surf(Input IN, inout SurfaceOutput o) {
- o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- }
- ENDCG
- }
- Fallback "Outlined/Silhouetted Diffuse"
- }
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