Removed TOTU 103
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							| @@ -0,0 +1,81 @@ | ||||
| // | ||||
| //  OutlineFill.shader | ||||
| //  QuickOutline | ||||
| // | ||||
| //  Created by Chris Nolet on 2/21/18. | ||||
| //  Copyright © 2018 Chris Nolet. All rights reserved. | ||||
| // | ||||
|  | ||||
| Shader "Custom/Outline Fill" { | ||||
|   Properties { | ||||
|     [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0 | ||||
|  | ||||
|     _OutlineColor("Outline Color", Color) = (1, 1, 1, 1) | ||||
|     _OutlineWidth("Outline Width", Range(0, 10)) = 2 | ||||
|   } | ||||
|  | ||||
|   SubShader { | ||||
|     Tags { | ||||
|       "Queue" = "Transparent+110" | ||||
|       "RenderType" = "Transparent" | ||||
|       "DisableBatching" = "True" | ||||
|     } | ||||
|  | ||||
|     Pass { | ||||
|       Name "Fill" | ||||
|       Cull Off | ||||
|       ZTest [_ZTest] | ||||
|       ZWrite Off | ||||
|       Blend SrcAlpha OneMinusSrcAlpha | ||||
|       ColorMask RGB | ||||
|  | ||||
|       Stencil { | ||||
|         Ref 1 | ||||
|         Comp NotEqual | ||||
|       } | ||||
|  | ||||
|       CGPROGRAM | ||||
|       #include "UnityCG.cginc" | ||||
|  | ||||
|       #pragma vertex vert | ||||
|       #pragma fragment frag | ||||
|  | ||||
|       struct appdata { | ||||
|         float4 vertex : POSITION; | ||||
|         float3 normal : NORMAL; | ||||
|         float3 smoothNormal : TEXCOORD3; | ||||
|         UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
|       }; | ||||
|  | ||||
|       struct v2f { | ||||
|         float4 position : SV_POSITION; | ||||
|         fixed4 color : COLOR; | ||||
|         UNITY_VERTEX_OUTPUT_STEREO | ||||
|       }; | ||||
|  | ||||
|       uniform fixed4 _OutlineColor; | ||||
|       uniform float _OutlineWidth; | ||||
|  | ||||
|       v2f vert(appdata input) { | ||||
|         v2f output; | ||||
|  | ||||
|         UNITY_SETUP_INSTANCE_ID(input); | ||||
|         UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); | ||||
|  | ||||
|         float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal; | ||||
|         float3 viewPosition = UnityObjectToViewPos(input.vertex); | ||||
|         float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal)); | ||||
|  | ||||
|         output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0); | ||||
|         output.color = _OutlineColor; | ||||
|  | ||||
|         return output; | ||||
|       } | ||||
|  | ||||
|       fixed4 frag(v2f input) : SV_Target { | ||||
|         return input.color; | ||||
|       } | ||||
|       ENDCG | ||||
|     } | ||||
|   } | ||||
| } | ||||
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	 Ignacio Gómez Puga
					Ignacio Gómez Puga