Unity3 and shaders? + Outline Diffuse Toon Shaders for Unity3?

Is there something different with Unity3 and Unity2 shaders? 'cuz when I converted my Unity 2.6.1 project to Unity 3.1, the main shader that I was using was fried…

The shader in question is a toon shader which has outlines and diffuse, done by some dude that I sadly forgot the name of… (Whoever you are, god bless you, that shader was fantastic). And now I desperately need to either fix this shader, or get a new outline diffuse toon shader… But I have zero clue about how shaders work…

Can anyone give me a hand?

The shader in question is:

// Upgrade NOTE: replaced 'glstate.matrix.modelview[0]' with 'UNITY_MATRIX_MV'
// Upgrade NOTE: replaced 'glstate.matrix.mvp' with 'UNITY_MATRIX_MVP'
// Upgrade NOTE: replaced 'glstate.matrix.projection' with 'UNITY_MATRIX_P'

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" 
      UsePass "Diffuse/BASE" 
      Pass 
      { 
         Name "OUTLINE" 
         Tags { "LightMode" = "Always" } 
		 
		 Blend SrcAlpha OneMinusSrcAlpha
          
         CGPROGRAM 
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
#pragma exclude_renderers gles
// Upgrade NOTE: excluded shader from Xbox360; has structs without semantics (struct appdata members vertex,normal)
#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" 
}

This is the Unity3 version, after they modified it…

Thank you so much! It works now! :smile:

I now worship your name and whoever made this shaders’s name for saving our game!

For others who are interested, heres the shader code now. I left the comments the dude originally had there to credit him for now.

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" 
}

Thank you meh11! You made yourself my God for today… Was trying to solve this for 3 weeks.

Can I have Normal map in this shader?? How to add it?