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HighGroundRoyaleNetcode/Assets/OutlineURP.shader

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Shader "Custom/TransparentOutline"
{
Properties
{
_MainColor ("Main Color", Color) = (1,1,1,0.5)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Width", Range(0.001, 0.1)) = 0.02
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
// First Pass: Render the Outline Behind the Mesh
Pass {
Name "Outline"
Cull Front
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata_t {
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct v2f {
float4 positionCS : SV_POSITION;
};
float _OutlineWidth;
float4 _OutlineColor;
v2f vert(appdata_t v) {
v2f o;
float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
float3 positionWS = TransformObjectToWorld(v.positionOS.xyz);
positionWS += normalWS * _OutlineWidth;
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(v2f i) : SV_Target {
return _OutlineColor;
}
ENDHLSL
}
// Second Pass: Render the Transparent Mesh on Top
Pass {
Name "Main"
Cull Back
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata_t {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainColor;
v2f vert(appdata_t v) {
v2f o;
o.positionCS = TransformObjectToHClip(v.positionOS);
o.uv = v.uv;
return o;
}
half4 frag(v2f i) : SV_Target {
return _MainColor;
}
ENDHLSL
}
}
}