I’m attempting to make a shader (that is an additional pass on the Standard Shader) that will render an unlit silhouette when the object is occluded by others. Here is my current shader and an image of it.
Shader "Custom/StandardOccluded" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_OccludedColor("Occluded Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
ZTest LEqual
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
Pass
{
ZTest Greater
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 _OccludedColor;
float4 vert(float4 pos : POSITION) : SV_POSITION
{
float4 viewPos = mul(UNITY_MATRIX_MVP, pos);
return viewPos;
}
half4 frag(float4 pos : SV_POSITION) : COLOR
{
return _OccludedColor;
}
ENDCG
}
}
FallBack "Diffuse"
}
As you can see it’s pretty baller, but the issue is that it’s rendering the pink parts when the object occludes itself. It makes sense that this would be the expected behaviour, but ideally I’d want to only render the silhouette when it’s being occluded by objects other than itself. Is this possible?
Thanks,
Erik