Assignment for RMIT Mixed Reality in 2020
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// Custom shader to draw our toy cubes and balls with an outline around them.
Shader "Custom/ToyCubeOutline"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
[PerRendererData] _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline width", Range (.002, 0.03)) = .005
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
};
uniform float _OutlineWidth;
uniform float4 _OutlineColor;
uniform float4x4 _ObjectToWorldFixed;
// Pushes the verts out a little from the object center.
// Lets us give an outline to objects that all have normals facing away from the center.
// If we can't assume that, we need to tweak the math of this shader.
v2f vert(appdata v)
{
v2f o;
// MTF TODO
// 1. Fix batching so that it actually occurs.
// 2. See if batching causes problems,
// if it does fix this line by adding that component that sets it.
//float4 objectCenterWorld = mul(_ObjectToWorldFixed, float4(0.0, 0.0, 0.0, 1.0));
float4 objectCenterWorld = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
float4 vertWorld = mul(unity_ObjectToWorld, v.vertex);
float3 offsetDir = vertWorld.xyz - objectCenterWorld.xyz;
offsetDir = normalize(offsetDir) * _OutlineWidth;
o.pos = UnityWorldToClipPos(vertWorld+offsetDir);
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
Name "OUTLINE"
// To allow the cube to render entirely on top of the outline.
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 frag(v2f i) : SV_Target
{
// Just draw the _OutlineColor from the vert pass above.
return i.color;
}
ENDCG
}
// Standard forward render.
UsePass "Standard/FORWARD"
}
Fallback Off
}