forked from zxl/LaboratoryProtection
148 lines
4.6 KiB
Plaintext
148 lines
4.6 KiB
Plaintext
Shader "HighlightPlus/Geometry/Outline" {
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Properties {
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_MainTex ("Texture", Any) = "white" {}
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Offset", Float) = 0.01
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_OutlineDirection("Outline Direction", Vector) = (0,0,0)
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_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
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_Cull ("Cull Mode", Int) = 2
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_ConstantWidth ("Constant Width", Float) = 1
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_OutlineZTest("ZTest", Int) = 4
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}
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SubShader
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{
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Tags { "Queue"="Transparent+120" "RenderType"="Transparent" "DisableBatching"="True" }
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// Outline
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Pass
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{
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Stencil {
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Ref 2
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Comp NotEqual
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Pass replace
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ReadMask 2
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WriteMask 2
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite On
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Cull [_Cull]
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ZTest [_OutlineZTest]
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#pragma multi_compile_local _ HP_ALPHACLIP
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#include "UnityCG.cginc"
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#include "CustomVertexTransform.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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _OutlineColor;
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float _OutlineWidth;
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float _ConstantWidth;
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float _OutlineVertexWidth;
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(float4, _OutlineDirection)
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UNITY_INSTANCING_BUFFER_END(Props)
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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v.vertex.xyz += v.normal * _OutlineVertexWidth;
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o.pos = ComputeVertexPosition(v.vertex);
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float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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float2 offset = TransformViewToProjection(normalize(norm.xy));
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float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
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z = _ConstantWidth * (z - 2.0) + 2.0;
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float4 outlineDirection = UNITY_ACCESS_INSTANCED_PROP(Props, _OutlineDirection);
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o.pos.xy += offset * z * _OutlineWidth + outlineDirection.xy * z;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return _OutlineColor;
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}
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ENDCG
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}
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// Outline Clear Stencil
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Pass
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{
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Stencil {
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Ref 2
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Comp Always
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Pass zero
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}
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ColorMask 0
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ZWrite Off
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Cull [_Cull]
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ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "CustomVertexTransform.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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _OutlineColor;
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float _OutlineWidth;
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float2 _OutlineDirection;
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float _ConstantWidth;
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float _OutlineVertexWidth;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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v.vertex.xyz += v.normal * _OutlineVertexWidth;
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o.pos = ComputeVertexPosition(v.vertex);
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float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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float2 offset = TransformViewToProjection(normalize(norm.xy));
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float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
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z = _ConstantWidth * (z - 2.0) + 2.0;
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o.pos.xy += offset * z * _OutlineWidth + _OutlineDirection * z;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return 0;
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}
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ENDCG
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}
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}
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} |