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@mzandvliet
Last active June 26, 2020 11:12
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Shader "Unlit/Outline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_OutlineThickness("Outline Thickness", Range(0,1)) = 0.03
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
// Regular pass
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
// Outline pass using inverted hull trick
Pass
{
Cull front // Only show back faces
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 position : SV_POSITION;
};
fixed4 _OutlineColor;
float _OutlineThickness;
v2f vert (appdata v)
{
v2f o;
float3 n = normalize(v.normal);
float3 p = v.vertex + n * _OutlineThickness; // Extrude mesh along local surface normal
o.position = UnityObjectToClipPos(p);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _OutlineColor;
}
ENDCG
}
}
}
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