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74 lines
1.7 KiB
74 lines
1.7 KiB
Shader "UDEXREAL/InteractableObjectFill" |
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{ |
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Properties { |
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0 |
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_OutlineColor("Outline Color", Color) = (1, 1, 1, 1) |
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_OutlineWidth("Outline Width", Range(0, 10)) = 2 |
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} |
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SubShader { |
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Tags { |
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"Queue" = "Transparent-540" |
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"RenderType" = "AlphaTest" |
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"DisableBatching" = "True" |
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} |
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Pass { |
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Name "Fill" |
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Cull Off |
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ZTest [_ZTest] |
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ZWrite Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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ColorMask RGB |
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Stencil { |
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Ref 1 |
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Comp NotEqual |
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} |
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CGPROGRAM |
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#include "UnityCG.cginc" |
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#pragma vertex vert |
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#pragma fragment frag |
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struct appdata { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float3 smoothNormal : TEXCOORD3; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct v2f { |
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float4 position : SV_POSITION; |
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fixed4 color : COLOR; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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uniform fixed4 _OutlineColor; |
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uniform float _OutlineWidth; |
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v2f vert(appdata input) { |
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v2f output; |
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UNITY_SETUP_INSTANCE_ID(input); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
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float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal; |
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float3 viewPosition = UnityObjectToViewPos(input.vertex); |
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float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal)); |
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output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0); |
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output.color = _OutlineColor; |
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return output; |
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} |
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fixed4 frag(v2f input) : SV_Target { |
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return input.color; |
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} |
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ENDCG |
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} |
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} |
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}
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