/* ░█████╗░██╗░░░██╗████████╗██╗░░░░░██╗███╗░░██╗███████╗  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ ██╔══██╗██║░░░██║╚══██╔══╝██║░░░░░██║████╗░██║██╔════╝  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ ██║░░██║██║░░░██║░░░██║░░░██║░░░░░██║██╔██╗██║█████╗░░  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ ██║░░██║██║░░░██║░░░██║░░░██║░░░░░██║██║╚████║██╔══╝░░  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ ╚█████╔╝╚██████╔╝░░░██║░░░███████╗██║██║░╚███║███████╗  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ ░╚════╝░░╚═════╝░░░░╚═╝░░░╚══════╝╚═╝╚═╝░░╚══╝╚══════╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ ____________________________________________________________________________________________________________________________________________ ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ ____________________________________________________________________________________________________________________________________________ License: The license is ATTRIBUTION 3.0 More license info here: https://creativecommons.org/licenses/by/3.0/ ____________________________________________________________________________________________________________________________________________ This shader has NOT been tested on any other PC configuration except the following: CPU: Intel Core i5-6400 GPU: NVidia GTX 750Ti RAM: 16GB Windows: 10 x64 DirectX: 11 ____________________________________________________________________________________________________________________________________________ */ Shader "Ultimate 10+ Shaders/Outline" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _OutlineColor ("Outline Color", Color) = (1,1,1,1) _OutlineWidth ("Outline Width", Range(0, 4)) = 0.25 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 } SubShader { Tags { "RenderType"="Geometry" "Queue"="Transparent" } LOD 200 Cull [_Cull] Pass{ ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct v2f{ float4 pos : SV_POSITION; float3 normal : NORMAL; }; fixed4 _OutlineColor; half _OutlineWidth; v2f vert(appdata input){ input.vertex += float4(input.normal * _OutlineWidth, 1); v2f output; output.pos = UnityObjectToClipPos(input.vertex); output.normal = mul(unity_ObjectToWorld, input.normal); return output; } fixed4 frag(v2f input) : SV_Target { return _OutlineColor; } ENDCG } ZWrite On CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows #ifndef SHADER_API_D3D11 #pragma target 3.0 #else #pragma target 4.0 #endif // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) struct Input { float2 uv_MainTex; }; fixed4 _Color; sampler2D _MainTex; fixed4 pixel; void surf (Input IN, inout SurfaceOutputStandard o) { pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = pixel.rgb; } ENDCG } FallBack "Diffuse" }