Hello there,
im looking for a sprite outline diffuse shader. When a player is behind a wall then you only see the outline shader.
can someone help me? i have no experience in shaders.
Hello there,
im looking for a sprite outline diffuse shader. When a player is behind a wall then you only see the outline shader.
can someone help me? i have no experience in shaders.
Thank you, but i need something where the outline is not always showing only there where a bodypart or a sprite is behind an other specific sprite
i think it might be your best shot. not many good free open source outline shaders for unity that i could find. from page 4 of that thread:
thank you for your help. its not exactly what i need. i hope i will find a solution
I managed to use this shader as a base for the effect you wanted using stencils. It’s not perfect (I made it in a rush), and could be fixed up, but it should help you get started. Let me know if you need any more help.
First Shader
Shader "Outlined/Blocked Silhouette Only ZTest Fail" {
Properties{
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_Outline("Outline width", Range(0.0, 0.5)) = .005
}
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 = UnityObjectToClipPos(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{
Name "FULL"
Tags { "Queue" = "Transparent" }
ztest equal
Pass {
Name "BASE"
Cull Back
Blend Zero One
ztest always
Stencil {
Ref 1
Comp always
Pass replace
}
// uncomment this to hide inner details:
//Offset -8, -8
SetTexture[_OutlineColor] {
ConstantColor(0,0,0,0)
Combine constant
}
}
// note that a vertex shader is specified here but its using the one above
Pass {
Name "BLOCK"
Tags { "LightMode" = "Always" "Queue" = "Transparent"}
Cull Front
Ztest greater
Stencil {
Ref 1
Comp notEqual
}
// 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 "OUTLINE"
Tags { "LightMode" = "Always" "Queue" = "Transparent"}
Cull Front
Ztest greater
Stencil {
Ref 1
Comp notEqual
}
// 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
}
}
Fallback "Diffuse"
}
Second Shader
Shader "Unlit/UnlitBasic"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
//ztest always
Pass
{
Name "BASIC"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Third shader combining the two (this is the one you’ll use on a material)
Shader "Outline/Full" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_Outline("Outline width", Range(0.0, 0.5)) = .005
}
SubShader {
Tags { "Queue" = "Transparent" }
UsePass "Unlit/UnlitBasic/BASIC"
UsePass "Outlined/Blocked Silhouette Only ZTest Fail/BASE"
UsePass "Outlined/Blocked Silhouette Only ZTest Fail/BLOCK"
}
Fallback "Diffuse"
}