how to make showing and hiding outline?

hi I would like to know how to do outline, but when a player is, for example, 2 meters from the object then the outline will show and when a player is far outline disappears

like in ludwig or Ed, Edd n Eddy the Mis Ed-ventures

You could calculate the distance from the object to the player like this. Then if the player is 2 meter or less from the object you could switch to another shader with an outline, like this shader (on the wiki). If player is more than 2 meters from the object, you switch to your default shader. You could also remove the “showing on top” effect of the shader by removing all occurrences of “ZTest Always” in the shader.

Edit: You could do something like this, for your script on the object (Not the best way to do it, I think, but it works). Drag your player to the player prop in the inspector, set the distance condition, set the outline color and width → and i think you are ready to go.

//ObjectOutliner.cs
using UnityEngine;
using System.Collections;

public class ObjectOutliner : MonoBehaviour {
	public GameObject player;
	public Shader shader1;
    public Shader shader2;
	public float outlineSize = 0.01f;
	public float distanceToAct = 2;
	public Color outlineColor = Color.black;
	private bool alreadyNear = false;
	
	// Use this for initialization
	void Start () {
	    shader1 = Shader.Find("Diffuse");
        shader2 = Shader.Find("Outlined/Silhouetted Diffuse");
	}
	
	// Update is called once per frame
	void Update () {
		float distance = Vector3.Distance(gameObject.transform.position, player.transform.position);

        if (distance <= distanceToAct) {
			if (!alreadyNear) {
				alreadyNear = true;
				renderer.material.shader = shader2;
				renderer.material.SetFloat("_Outline", outlineSize);
				renderer.material.SetColor("_OutlineColor", outlineColor);
			}
		} else {
			alreadyNear = false;
			renderer.material.shader = shader1;
		}
	}
}

Your shader would be (Taken from unity wiki, and removed ZTest always):

Shader "Outlined/Silhouetted Diffuse" {
    Properties {
        _Color ("Main Color", Color) = (.5,.5,.5,1)
        _OutlineColor ("Outline Color", Color) = (0,0,0,1)
        _Outline ("Outline width", Range (0.0, 0.03)) = .01
        _MainTex ("Base (RGB)", 2D) = "white" { }
    }
    
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) {
    // just make a copy of incoming vertex data but scaled according to normal direction
    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 { "Queue" = "Transparent" }

        // note that a vertex shader is specified here but its using the one above
        Pass {
            Name "OUTLINE"
            Tags { "LightMode" = "Always" }
            Cull Off
            ZWrite Off
            ColorMask RGB // alpha not used

            // you can choose what kind of blending mode you want for the outline
            Blend SrcAlpha OneMinusSrcAlpha // Normal
            //Blend One One // Additive
            //Blend One OneMinusDstColor // Soft Additive
            //Blend DstColor Zero // Multiplicative
            //Blend DstColor SrcColor // 2x Multiplicative

CGPROGRAM
#pragma vertex vert
#pragma fragment frag

half4 frag(v2f i) :COLOR {
    return i.color;
}
ENDCG
        }

        Pass {
            Name "BASE"
            ZWrite On
            ZTest LEqual
            Blend SrcAlpha OneMinusSrcAlpha
            Material {
                Diffuse [_Color]
                Ambient [_Color]
            }
            Lighting On
            SetTexture [_MainTex] {
                ConstantColor [_Color]
                Combine texture * constant
            }
            SetTexture [_MainTex] {
                Combine previous * primary DOUBLE
            }
        }
    }
    
    SubShader {
        Tags { "Queue" = "Transparent" }

        Pass {
            Name "OUTLINE"
            Tags { "LightMode" = "Always" }
            Cull Front
            ZWrite Off
            ColorMask RGB

            // you can choose what kind of blending mode you want for the outline
            Blend SrcAlpha OneMinusSrcAlpha // Normal
            //Blend One One // Additive
            //Blend One OneMinusDstColor // Soft Additive
            //Blend DstColor Zero // Multiplicative
            //Blend DstColor SrcColor // 2x Multiplicative

            CGPROGRAM
            #pragma vertex vert
            #pragma exclude_renderers gles xbox360 ps3 flash
            ENDCG
            SetTexture [_MainTex] { combine primary }
        }

        Pass {
            Name "BASE"
            ZWrite On
            ZTest LEqual
            Blend SrcAlpha OneMinusSrcAlpha
            Material {
                Diffuse [_Color]
                Ambient [_Color]
            }
            Lighting On
            SetTexture [_MainTex] {
                ConstantColor [_Color]
                Combine texture * constant
            }
            SetTexture [_MainTex] {
                Combine previous * primary DOUBLE
            }
        }
    }
    
    Fallback "Diffuse"
}

Here’s a package of an working example: [1145-OutlineExample.zip|1145]

Here’s the testbuild for Windows.

Here’s a testbuild for WebPlayer.

If the Shader works in the Editor, but not after building and running outside of Unity Editor, you can try to make a folder called Resources and move the Shader in that Folder.
When you Build the project only Resources are compiled which are used in the Scene or are in the Resources folder.

I had the same mistake and searched for hours for the answer :smiley: