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An outline shader made for Unity with the help of @OverlandGame. It adjusts the size of the outline to automatically accomodate screen width and camera distance.
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// An outline shader made for Unity with the help of @OverlandGame by @miichidk | |
// It adjusts the size of the outline to automatically accomodate screen width and camera distance. | |
// See how it looks here: https://twitter.com/OverlandGame/status/791035637583388672 | |
// How to use: Create a material which uses this shader, and apply this material to any meshrenderer as second material. | |
Shader "OutlineShader" | |
{ | |
Properties | |
{ | |
_Width ("Width", Float ) = 1 | |
_Color ("Color", Color) = (1,1,1,1) | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"IgnoreProjector"="True" | |
"Queue"="Transparent" | |
} | |
Cull Front | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#pragma target 3.0 | |
struct VertexInput | |
{ | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
}; | |
struct VertexOutput | |
{ | |
float4 pos : SV_POSITION; | |
}; | |
uniform float _Width; | |
uniform float4 _Color; | |
VertexOutput vert (VertexInput v) | |
{ | |
VertexOutput o; | |
float4 objPos = mul (unity_ObjectToWorld, float4(0,0,0,1)); | |
float dist = distance(_WorldSpaceCameraPos, objPos.xyz) / _ScreenParams.g; | |
float expand = dist * 0.25 * _Width; | |
float4 pos = float4(v.vertex.xyz + v.normal * expand, 1); | |
o.pos = mul(UNITY_MATRIX_MVP, pos); | |
return o; | |
} | |
float4 frag(VertexOutput i) : COLOR | |
{ | |
return fixed4(_Color.rgb, 0); | |
} | |
ENDCG | |
} | |
} | |
} |
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