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65 lines
1.7 KiB
Plaintext
65 lines
1.7 KiB
Plaintext
Shader "Custom/OutlineURP"
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{
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Properties
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{
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_OutlineColor ("Outline Color", Color) = (1, 1, 0, 1)
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_OutlineWidth ("Outline Width", Range(0.0, 0.05)) = 0.01
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Overlay" }
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Pass
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{
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Name "Outline"
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Tags { "LightMode"="UniversalForward" }
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Cull Front // Render back faces for outline
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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};
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float4 _OutlineColor;
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float _OutlineWidth;
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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// Convert object-space normal to world-space
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float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
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// Convert object-space position to world-space
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float3 positionWS = TransformObjectToWorld(IN.positionOS);
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// Expand the model along its normals for outline effect
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positionWS += normalWS * _OutlineWidth;
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// Convert world-space position to clip-space
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OUT.positionCS = TransformWorldToHClip(positionWS);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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return _OutlineColor; // Use user-defined outline color
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}
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ENDHLSL
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}
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}
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}
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