Outline for selected objects
This commit is contained in:
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100000: //RootNode
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3300000: //RootNode
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4300000: SM_Door
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100000: //RootNode
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400000: //RootNode
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2300000: //RootNode
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3300000: //RootNode
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4300000: SM_DoorFrame
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9500000: //RootNode
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@@ -0,0 +1,81 @@
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Shader "Outlined/Silhouette Only" {
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Properties {
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Outline ("Outline width", Range (0.0, 0.03)) = .005
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : POSITION;
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float4 color : COLOR;
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};
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uniform float _Outline;
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uniform float4 _OutlineColor;
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v2f vert(appdata v) {
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// just make a copy of incoming vertex data but scaled according to normal direction
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v2f o;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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float2 offset = TransformViewToProjection(norm.xy);
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o.pos.xy += offset * o.pos.z * _Outline;
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o.color = _OutlineColor;
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return o;
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}
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ENDCG
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SubShader {
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Tags { "Queue" = "Transparent" }
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Pass {
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Name "BASE"
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Cull Back
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Blend Zero One
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// uncomment this to hide inner details:
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//Offset -8, -8
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SetTexture [_OutlineColor] {
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ConstantColor (0,0,0,0)
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Combine constant
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}
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}
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// note that a vertex shader is specified here but its using the one above
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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// you can choose what kind of blending mode you want for the outline
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//Blend SrcAlpha OneMinusSrcAlpha // Normal
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//Blend One One // Additive
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Blend One OneMinusDstColor // Soft Additive
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//Blend DstColor Zero // Multiplicative
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//Blend DstColor SrcColor // 2x Multiplicative
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) :COLOR {
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return i.color;
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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}
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@@ -0,0 +1,9 @@
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fileIDToRecycleName:
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100000: //RootNode
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400000: //RootNode
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2300000: //RootNode
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3300000: //RootNode
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4300000: SM_WindowFrame
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9500000: //RootNode
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materials:
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importMaterials: 1
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materialName: 0
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materialSearch: 1
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animations:
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legacyGenerateAnimations: 4
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bakeSimulation: 0
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resampleRotations: 1
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optimizeGameObjects: 0
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motionNodeName:
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animationImportErrors:
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animationImportWarnings:
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animationRetargetingWarnings:
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animationDoRetargetingWarnings: 0
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animationCompression: 1
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animationRotationError: 0.5
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animationPositionError: 0.5
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animationScaleError: 0.5
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animationWrapMode: 0
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extraExposedTransformPaths: []
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clipAnimations: []
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isReadable: 1
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meshes:
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lODScreenPercentages: []
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globalScale: 1
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meshCompression: 0
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addColliders: 0
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importBlendShapes: 1
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swapUVChannels: 0
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generateSecondaryUV: 0
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useFileUnits: 1
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optimizeMeshForGPU: 1
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keepQuads: 0
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weldVertices: 1
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secondaryUVAngleDistortion: 8
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secondaryUVAreaDistortion: 15.000001
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secondaryUVHardAngle: 88
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secondaryUVPackMargin: 4
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useFileScale: 1
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tangentSpace:
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normalSmoothAngle: 60
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normalImportMode: 0
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tangentImportMode: 3
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importAnimation: 1
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copyAvatar: 0
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humanDescription:
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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armStretch: 0.05
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legStretch: 0.05
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feetSpacing: 0
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rootMotionBoneName:
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hasTranslationDoF: 0
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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animationType: 2
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humanoidOversampling: 1
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additionalBone: 0
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Reference in New Issue
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