75 lines
1.8 KiB
Plaintext
75 lines
1.8 KiB
Plaintext
Shader "Outline/SolidUnlit"
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{
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SubShader
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{
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Tags { "RenderType" = "TransparentCutout" }
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ZWrite Off
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ZTest LEqual
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Lighting Off
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// Set up alpha blending
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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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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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 projPos : TEXCOORD0;
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float2 convertedNormal : TEXCOORD1;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.projPos = ComputeScreenPos(o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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//o.viewNormal = COMPUTE_VIEW_NORMAL;
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// work out camera position to vert position
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float3 normalDir = UnityObjectToWorldNormal(v.normal);
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float3 viewDir = normalize(WorldSpaceViewDir(v.vertex));
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float3 upDir = float3(0.0, 1.0, 0.0);
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float3 rightDir = normalize(cross(viewDir, upDir));
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upDir = cross(rightDir, viewDir);
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o.convertedNormal.x = dot(rightDir, normalDir);
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o.convertedNormal.y = dot(upDir, normalDir);
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return o;
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}
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float4 _Color;
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float _Alpha;
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fixed4 frag(v2f i) : COLOR0
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{
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fixed4 output = _Color;
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output.a = output.a * _Alpha;
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clip((output.a - 0));
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return output;
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}
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ENDCG
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}
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}
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}
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