Hey guys,
Shader noob here.
I was wondering how it would be possible to combine two shaders.
Shader "Custom/Jelly" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
v.vertex.x += sign(v.vertex.x) * sin(_Time.w)/50;
v.vertex.y += sign(v.vertex.y) * cos(_Time.w)/50;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
half4 frag(v2f i) : COLOR {
half4 c = tex2D(_MainTex, i.uv);
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}
The second would be:
Shader "Jelly/WithOutline" {
Properties{
_Color("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_Outline("Outline width", Range(.002, 1)) = .005
_MainTex("Base (RGB)", 2D) = "white" { }
_ToonShade("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader{
Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" }
UsePass "Toon/Basic-Alpha/BASE"
Pass{
Name "OUTLINE"
Tags{ "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR{ return i.color; }
ENDCG
}
}
SubShader{
Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" }
UsePass "Toon/Basic-Alpha/BASE"
Pass{
Name "OUTLINE"
Tags{ "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers shaderonly
ENDCG
SetTexture[_MainTex]{ combine primary }
}
}
Fallback "Jelly/Basic"
}
If you could leave some comments in the code about what you put where as well then that would be really helpful.
Thanks in advance!