Merge commit '6bd8afd3e7588e6c4e249821acea0fcf97f7d46d'
# Conflicts: # Assets/Door.FBX.meta # Assets/DoorFrame.FBX.meta # Assets/Materials/M_Door.mat # Assets/Materials/M_Door.mat.meta # Assets/Materials/M_Frame.mat # Assets/Materials/M_Frame.mat.meta # Assets/Materials/M_Glass.mat # Assets/Materials/M_Glass.mat.meta # Assets/WindowFrame.FBX.meta
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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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