iam new to unity....... i would like to know how can i highlight just the borders of an object
Shader "Outlined Diffuse"
{
Properties
{
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,1,0,1)
_Outline ("Outline width", Range (0.002, 0.03)) = 0.01
_MainTex ("Base (RGBA)", 2D) = "white" { }
//Not needed
//_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal }
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
//Minor switch
//UsePass "Toon/Basic/BASE"
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
Pass
{
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma exclude_renderers gles
#pragma exclude_renderers xbox360
#pragma vertex vert
struct appdata {
float4 vertex;
float3 normal;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
float fog : FOGC;
};
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_MV, v.normal);
norm.x *= UNITY_MATRIX_P[0][0];
norm.y *= UNITY_MATRIX_P[1][1];
o.pos.xy += norm.xy * o.pos.z * _Outline;
o.fog = o.pos.z;
o.color = _OutlineColor;
return o;
}
ENDCG
Cull Front
ZWrite On
ColorMask RGBA
Blend SrcAlpha OneMinusSrcAlpha
//? -Note: I don't remember why I put a "?" here
SetTexture [_MainTex] { combine primary }
}
}
Fallback "Diffuse"
}
Try using the ToonShading.unityPackage