// Custom shader to draw our toy cubes and balls with an outline around them.
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Shader "Custom/ToyCubeOutline"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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[PerRendererData] _OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline width", Range (.002, 0.03)) = .005
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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fixed4 color : COLOR;
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};
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uniform float _OutlineWidth;
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uniform float4 _OutlineColor;
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uniform float4x4 _ObjectToWorldFixed;
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// Pushes the verts out a little from the object center.
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// Lets us give an outline to objects that all have normals facing away from the center.
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// If we can't assume that, we need to tweak the math of this shader.
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v2f vert(appdata v)
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{
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v2f o;
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// MTF TODO
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// 1. Fix batching so that it actually occurs.
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// 2. See if batching causes problems,
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// if it does fix this line by adding that component that sets it.
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//float4 objectCenterWorld = mul(_ObjectToWorldFixed, float4(0.0, 0.0, 0.0, 1.0));
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float4 objectCenterWorld = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
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float4 vertWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 offsetDir = vertWorld.xyz - objectCenterWorld.xyz;
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offsetDir = normalize(offsetDir) * _OutlineWidth;
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o.pos = UnityWorldToClipPos(vertWorld+offsetDir);
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o.color = _OutlineColor;
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return o;
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}
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ENDCG
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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Pass
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{
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Name "OUTLINE"
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// To allow the cube to render entirely on top of the outline.
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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fixed4 frag(v2f i) : SV_Target
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{
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// Just draw the _OutlineColor from the vert pass above.
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return i.color;
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}
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ENDCG
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}
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// Standard forward render.
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UsePass "Standard/FORWARD"
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}
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Fallback Off
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}
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