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@FlaxenFlash
Last active March 2, 2021 14:53
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A shader for adding outlines to 2D objects in Unity using a dual alpha cutoff
Shader "Outline2D" {
Properties {
_Color ("Main Tint", Color) = (1,1,1,1)
_OutlineColor ("Outline Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Cutoff ("Main Alpha Cutoff", Range(0,1)) = 0.5
_OutlineCutoff ("Outline Alpha Cutoff", Range(0,1)) = 0.25
_LineOffset ("Outline Depth Offset", Range(0,-10000)) = -1000
}
SubShader {
//Standard Pass
Tags { "RenderType"="Opaque" }
LOD 200
Offset -3, [_LineOffset]
Cull Off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
half _Cutoff;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 albedo = tex2D (_MainTex, IN.uv_MainTex) * _Color;
clip (albedo.a - _Cutoff);
o.Albedo = albedo.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = albedo.a;
}
ENDCG
//Outline Pass
Tags { "RenderType"="Opaque" }
LOD 200
Offset 0, 0
Cull Off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard addshadow
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _OutlineColor;
half _OutlineCutoff;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 albedo = tex2D (_MainTex, IN.uv_MainTex);
clip (albedo.a - _OutlineCutoff);
o.Albedo = _OutlineColor.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = albedo.a;
}
ENDCG
}
FallBack "Diffuse"
}
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