// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Outline" { Properties { _ASEOutlineColor( "Outline Color", Color ) = (0,0.2551723,1,0) _ASEOutlineWidth( "Outline Width", Float ) = 0.03 [HideInInspector] __dirty( "", Int ) = 1 _Albedo("Albedo", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ } Cull Front CGPROGRAM #pragma target 3.0 #pragma surface outlineSurf Standard keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd vertex:outlineVertexDataFunc struct Input { fixed filler; }; uniform fixed4 _ASEOutlineColor; uniform fixed _ASEOutlineWidth; void outlineVertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); v.vertex.xyz += ( v.normal * _ASEOutlineWidth ); } void outlineSurf( Input i, inout SurfaceOutputStandard o ) { o.Emission = _ASEOutlineColor.rgb; o.Alpha = 1; } ENDCG Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back ZTest LEqual CGPROGRAM #pragma target 3.0 #pragma surface surf Standard keepalpha addshadow fullforwardshadows struct Input { float2 uv_texcoord; }; uniform sampler2D _Albedo; uniform float4 _Albedo_ST; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; o.Albedo = tex2D( _Albedo,uv_Albedo).xyz; o.Alpha = 1; } ENDCG } Fallback "Diffuse" } /*ASEBEGIN Version=5004 758;140;814;548;425.7155;-287.9344;1;True;False Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;147.2,339.6;Fixed;True;2;Fixed;;Standard;ASESampleShaders/Outline;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;0;Opaque;0.5;True;True;0;False;Opaque;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;True;0.03;0,0.2551723,1,0;0;FLOAT3;0,0,0;False;1;FLOAT3;0;False;2;FLOAT3;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0;False;10;OBJECT;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False Node;AmplifyShaderEditor.SamplerNode;1;-163.5004,542.2002;Float;Property;_Albedo;Albedo;-1;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;0,0;False;1;FLOAT2;1,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False WireConnection;0;0;1;0 ASEEND*/ //CHKSM=FB5B5A73DFFEA55DB830C90AB7E155A7DDE235AE