Shader "BlenderesHighlight" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.002, 0.03)) = 0.01
_MainTex ("Base (RGB)", 2D) = "white" { }
}
SubShader {
Tags { "RenderType"="Opaque" }
UsePass "Toon/Basic/BASE"
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
CGPROGRAM
#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 * _Outline;
o.fog = o.pos.z;
o.color = _OutlineColor;
return o;
}
ENDCG
//Color (0,0,0,0)
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
SetTexture [_MainTex] { combine primary }
}
}
Fallback "Diffuse"
}
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