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outline.shader
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Shader "Unlit/outline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_OutlineThin ("Outline Thini", Float) = .1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _OutlineThin;
struct attribute
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct varying
{
float4 position : SV_POSITION;
};
varying vert (attribute v)
{
varying o;
o.position = v.position;
o.position = mul(UNITY_MATRIX_M, o.position);
o.position.xyz += normalize(v.normal)*_OutlineThin;
o.position = mul(UNITY_MATRIX_VP, o.position);
return o;
}
fixed4 frag (varying i) : SV_Target
{
return fixed4(0,0,0,0);
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct attribute
{
float4 position : POSITION;
float2 uv : TEXCOORD0;
};
struct varying
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
varying vert (attribute v)
{
varying o;
o.position = v.position;
o.position = mul(UNITY_MATRIX_M, o.position);
o.position = mul(UNITY_MATRIX_VP, o.position);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (varying i) : SV_Target
{
fixed4 color = tex2D(_MainTex, i.uv);
return color;
}
ENDCG
}
}
}