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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASESampleShaders/Outline"
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{
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Properties
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{
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_ASEOutlineColor( "Outline Color", Color ) = (0,0.2551723,1,0)
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_ASEOutlineWidth( "Outline Width", Float ) = 0.03
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[HideInInspector] __dirty( "", Int ) = 1
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_Albedo("Albedo", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags{ }
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Cull Front
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CGPROGRAM
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#pragma target 3.0
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#pragma surface outlineSurf Standard keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd vertex:outlineVertexDataFunc
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struct Input
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{
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fixed filler;
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};
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uniform fixed4 _ASEOutlineColor;
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uniform fixed _ASEOutlineWidth;
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void outlineVertexDataFunc( inout appdata_full v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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v.vertex.xyz += ( v.normal * _ASEOutlineWidth );
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}
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void outlineSurf( Input i, inout SurfaceOutputStandard o ) { o.Emission = _ASEOutlineColor.rgb; o.Alpha = 1; }
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ENDCG
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform sampler2D _Albedo;
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uniform float4 _Albedo_ST;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
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o.Albedo = tex2D( _Albedo,uv_Albedo).xyz;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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/*ASEBEGIN
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Version=5004
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758;140;814;548;425.7155;-287.9344;1;True;False
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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
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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
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WireConnection;0;0;1;0
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ASEEND*/
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//CHKSM=FB5B5A73DFFEA55DB830C90AB7E155A7DDE235AE
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