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ViewDirOutLine.shader
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ViewDirOutLine.shader
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Shader "LX/ViewDirOutLine"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_OutLineColor("OutLineColor",color)=(1,0,0,1)
_OutLineWidth("OutLineWidth",range(0,1))=0.1
_OutLineDamp("OutLineDamp",int)=1
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 100
//pass 1 lambert
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 worldNormal = i.worldNormal;
float3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
float diffuse = saturate(dot(worldNormal, worldLightDir));
fixed4 col = tex2D(_MainTex, i.uv) * diffuse;
return col;
}
ENDCG
}
//pass 2 OutLine
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _OutLineColor;
float _OutLineWidth;
int _OutLineDamp;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
float3 worldNormal = normalize(i.worldNormal);
float weight = pow(1 - saturate(dot(worldViewDir, worldNormal)), _OutLineDamp);
fixed4 col = weight * _OutLineColor;
col = step(1 - _OutLineWidth, weight) * col;
return col;
}
ENDCG
}
}
}