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135 lines
1.8 KiB
Plaintext
135 lines
1.8 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Outlined/Silhouette Only"
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{
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Properties
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{
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_OutlineColor("Outline Color", Color) = (0,0,0,1)
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_Outline("Outline width", Range(0.0, 1)) = .5
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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 : POSITION;
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float4 color : COLOR;
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};
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uniform float _Outline;
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uniform float4 _OutlineColor;
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v2f vert(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float3 norm = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, v.normal));
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float2 offset = TransformViewToProjection(norm.xy);
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o.pos.xy += offset * o.pos.z * _Outline;
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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 "BASE"
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CULL OFF
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ZTEST ALWAYS
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ZWRITE OFF
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Blend ONE ONE
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Stencil
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{
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REF 2
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COMP ALWAYS
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PASS REPLACE
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ZFAIL REPLACE
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) :COLOR
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{
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return half4(0,0,0,0);
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}
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ENDCG
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}
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Pass
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{
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Name "INNER"
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CULL OFF
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ZTEST ALWAYS
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ZWRITE OFF
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Blend One One
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Stencil
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{
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REF 1
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COMP ALWAYS
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PASS REPLACE
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ZFAIL REPLACE
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}
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CGPROGRAM
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#pragma vertex vert2
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#pragma fragment frag
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v2f vert2(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.color = _OutlineColor;
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return o;
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}
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half4 frag(v2f i) :COLOR
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{
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return half4(0,0,0,0);
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}
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ENDCG
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}
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Pass
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{
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Name "OUTLINE"
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CULL OFF
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ZTEST ALWAYS
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ZWRITE OFF
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BLEND ONE ONEMINUSDSTCOLOR
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Stencil
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{
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REF 2
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COMP EQUAL
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PASS REPLACE
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ZFAIL REPLACE
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) :COLOR
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{
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return i.color;
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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} |