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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Hover : MonoBehaviour
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{
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Material material;
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Color color;
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Outline outline;
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// Start is called before the first frame update
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void Start()
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{
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void Update()
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{
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}
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public void HoverStart()
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{
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outline.enabled = true;
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}
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public void HoverEnd()
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@ -0,0 +1,37 @@
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Quick Outline
|
||||
=============
|
||||
|
||||
Developed by Chris Nolet (c) 2018
|
||||
|
||||
|
||||
Instructions
|
||||
------------
|
||||
|
||||
To add an outline to an object, drag-and-drop the Outline.cs
|
||||
script onto the object. The outline materials will be loaded
|
||||
at runtime.
|
||||
|
||||
You can also add outlines programmatically with:
|
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|
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var outline = gameObject.AddComponent<Outline>();
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outline.OutlineMode = Outline.Mode.OutlineAll;
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outline.OutlineColor = Color.yellow;
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outline.OutlineWidth = 5f;
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|
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The outline script does a small amount of work in Awake().
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For best results, use outline.enabled to toggle the outline.
|
||||
Avoid removing and re-adding the component if possible.
|
||||
|
||||
For large meshes, you may also like to enable 'Precompute
|
||||
Outline' in the editor. This will reduce the amount of work
|
||||
performed in Awake().
|
||||
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
||||
If the outline appears off-center, please try the following:
|
||||
|
||||
1. Set 'Read/Write Enabled' on each model's import settings.
|
||||
2. Disable 'Optimize Mesh Data' in the player settings.
|
|
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//
|
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// OutlineFill.shader
|
||||
// QuickOutline
|
||||
//
|
||||
// Created by Chris Nolet on 2/21/18.
|
||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
||||
//
|
||||
|
||||
Shader "Custom/Outline Fill" {
|
||||
Properties {
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
|
||||
|
||||
_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
|
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_OutlineWidth("Outline Width", Range(0, 10)) = 2
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|
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Pass {
|
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Name "Fill"
|
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Cull Off
|
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ZTest [_ZTest]
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|
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
|
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Stencil {
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Ref 1
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Comp NotEqual
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CGPROGRAM
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#include "UnityCG.cginc"
|
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|
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#pragma vertex vert
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#pragma fragment frag
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|
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struct appdata {
|
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float3 smoothNormal : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
|
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struct v2f {
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||||
float4 position : SV_POSITION;
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fixed4 color : COLOR;
|
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UNITY_VERTEX_OUTPUT_STEREO
|
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};
|
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|
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uniform fixed4 _OutlineColor;
|
||||
uniform float _OutlineWidth;
|
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|
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v2f vert(appdata input) {
|
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v2f output;
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|
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UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
|
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float3 viewPosition = UnityObjectToViewPos(input.vertex);
|
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float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
|
||||
|
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output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
|
||||
output.color = _OutlineColor;
|
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|
||||
return output;
|
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}
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|
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fixed4 frag(v2f input) : SV_Target {
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return input.color;
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//
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// OutlineMask.shader
|
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// QuickOutline
|
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//
|
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// Created by Chris Nolet on 2/21/18.
|
||||
// Copyright © 2018 Chris Nolet. All rights reserved.
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//
|
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//
|
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// Outline.cs
|
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// QuickOutline
|
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//
|
||||
// Created by Chris Nolet on 3/30/18.
|
||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
||||
//
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
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|
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public class Outline : MonoBehaviour {
|
||||
private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
|
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|
||||
public enum Mode {
|
||||
OutlineAll,
|
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OutlineVisible,
|
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OutlineHidden,
|
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OutlineAndSilhouette,
|
||||
SilhouetteOnly
|
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}
|
||||
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public Mode OutlineMode {
|
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get { return outlineMode; }
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set {
|
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outlineMode = value;
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needsUpdate = true;
|
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}
|
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}
|
||||
|
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public Color OutlineColor {
|
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get { return outlineColor; }
|
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set {
|
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outlineColor = value;
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needsUpdate = true;
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}
|
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}
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public float OutlineWidth {
|
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get { return outlineWidth; }
|
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set {
|
||||
outlineWidth = value;
|
||||
needsUpdate = true;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
private class ListVector3 {
|
||||
public List<Vector3> data;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Mode outlineMode;
|
||||
|
||||
[SerializeField]
|
||||
private Color outlineColor = Color.white;
|
||||
|
||||
[SerializeField, Range(0f, 10f)]
|
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private float outlineWidth = 2f;
|
||||
|
||||
[Header("Optional")]
|
||||
|
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[SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
|
||||
+ "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
|
||||
private bool precomputeOutline;
|
||||
|
||||
[SerializeField, HideInInspector]
|
||||
private List<Mesh> bakeKeys = new List<Mesh>();
|
||||
|
||||
[SerializeField, HideInInspector]
|
||||
private List<ListVector3> bakeValues = new List<ListVector3>();
|
||||
|
||||
private Renderer[] renderers;
|
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private Material outlineMaskMaterial;
|
||||
private Material outlineFillMaterial;
|
||||
|
||||
private bool needsUpdate;
|
||||
|
||||
void Awake() {
|
||||
|
||||
// Cache renderers
|
||||
renderers = GetComponentsInChildren<Renderer>();
|
||||
|
||||
// Instantiate outline materials
|
||||
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
|
||||
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
|
||||
|
||||
outlineMaskMaterial.name = "OutlineMask (Instance)";
|
||||
outlineFillMaterial.name = "OutlineFill (Instance)";
|
||||
|
||||
// Retrieve or generate smooth normals
|
||||
LoadSmoothNormals();
|
||||
|
||||
// Apply material properties immediately
|
||||
needsUpdate = true;
|
||||
}
|
||||
|
||||
void OnEnable() {
|
||||
foreach (var renderer in renderers) {
|
||||
|
||||
// Append outline shaders
|
||||
var materials = renderer.sharedMaterials.ToList();
|
||||
|
||||
materials.Add(outlineMaskMaterial);
|
||||
materials.Add(outlineFillMaterial);
|
||||
|
||||
renderer.materials = materials.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
void OnValidate() {
|
||||
|
||||
// Update material properties
|
||||
needsUpdate = true;
|
||||
|
||||
// Clear cache when baking is disabled or corrupted
|
||||
if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
|
||||
bakeKeys.Clear();
|
||||
bakeValues.Clear();
|
||||
}
|
||||
|
||||
// Generate smooth normals when baking is enabled
|
||||
if (precomputeOutline && bakeKeys.Count == 0) {
|
||||
Bake();
|
||||
}
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if (needsUpdate) {
|
||||
needsUpdate = false;
|
||||
|
||||
UpdateMaterialProperties();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable() {
|
||||
foreach (var renderer in renderers) {
|
||||
|
||||
// Remove outline shaders
|
||||
var materials = renderer.sharedMaterials.ToList();
|
||||
|
||||
materials.Remove(outlineMaskMaterial);
|
||||
materials.Remove(outlineFillMaterial);
|
||||
|
||||
renderer.materials = materials.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy() {
|
||||
|
||||
// Destroy material instances
|
||||
Destroy(outlineMaskMaterial);
|
||||
Destroy(outlineFillMaterial);
|
||||
}
|
||||
|
||||
void Bake() {
|
||||
|
||||
// Generate smooth normals for each mesh
|
||||
var bakedMeshes = new HashSet<Mesh>();
|
||||
|
||||
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
|
||||
|
||||
// Skip duplicates
|
||||
if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Serialize smooth normals
|
||||
var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
|
||||
|
||||
bakeKeys.Add(meshFilter.sharedMesh);
|
||||
bakeValues.Add(new ListVector3() { data = smoothNormals });
|
||||
}
|
||||
}
|
||||
|
||||
void LoadSmoothNormals() {
|
||||
|
||||
// Retrieve or generate smooth normals
|
||||
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
|
||||
|
||||
// Skip if smooth normals have already been adopted
|
||||
if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Retrieve or generate smooth normals
|
||||
var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
|
||||
var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
|
||||
|
||||
// Store smooth normals in UV3
|
||||
meshFilter.sharedMesh.SetUVs(3, smoothNormals);
|
||||
|
||||
// Combine submeshes
|
||||
var renderer = meshFilter.GetComponent<Renderer>();
|
||||
|
||||
if (renderer != null) {
|
||||
CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear UV3 on skinned mesh renderers
|
||||
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
|
||||
|
||||
// Skip if UV3 has already been reset
|
||||
if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Clear UV3
|
||||
skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
|
||||
|
||||
// Combine submeshes
|
||||
CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
|
||||
}
|
||||
}
|
||||
|
||||
List<Vector3> SmoothNormals(Mesh mesh) {
|
||||
|
||||
// Group vertices by location
|
||||
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
|
||||
|
||||
// Copy normals to a new list
|
||||
var smoothNormals = new List<Vector3>(mesh.normals);
|
||||
|
||||
// Average normals for grouped vertices
|
||||
foreach (var group in groups) {
|
||||
|
||||
// Skip single vertices
|
||||
if (group.Count() == 1) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Calculate the average normal
|
||||
var smoothNormal = Vector3.zero;
|
||||
|
||||
foreach (var pair in group) {
|
||||
smoothNormal += smoothNormals[pair.Value];
|
||||
}
|
||||
|
||||
smoothNormal.Normalize();
|
||||
|
||||
// Assign smooth normal to each vertex
|
||||
foreach (var pair in group) {
|
||||
smoothNormals[pair.Value] = smoothNormal;
|
||||
}
|
||||
}
|
||||
|
||||
return smoothNormals;
|
||||
}
|
||||
|
||||
void CombineSubmeshes(Mesh mesh, Material[] materials) {
|
||||
|
||||
// Skip meshes with a single submesh
|
||||
if (mesh.subMeshCount == 1) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip if submesh count exceeds material count
|
||||
if (mesh.subMeshCount > materials.Length) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Append combined submesh
|
||||
mesh.subMeshCount++;
|
||||
mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
|
||||
}
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// Apply properties according to mode
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switch (outlineMode) {
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outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
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outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
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break;
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case Mode.OutlineVisible:
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outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
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outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
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break;
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case Mode.OutlineHidden:
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outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
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break;
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case Mode.OutlineAndSilhouette:
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outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
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outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
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break;
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case Mode.SilhouetteOnly:
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outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
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outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
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outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
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break;
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Loading…
Reference in New Issue