outline on hover
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81
Assets/QuickOutline/Resources/Shaders/OutlineFill.shader
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81
Assets/QuickOutline/Resources/Shaders/OutlineFill.shader
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//
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// OutlineFill.shader
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// QuickOutline
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//
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// Created by Chris Nolet on 2/21/18.
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// Copyright © 2018 Chris Nolet. All rights reserved.
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//
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Shader "Custom/Outline Fill" {
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Properties {
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
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_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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SubShader {
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Tags {
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"Queue" = "Transparent+110"
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"RenderType" = "Transparent"
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"DisableBatching" = "True"
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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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ZWrite Off
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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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}
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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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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uniform fixed4 _OutlineColor;
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uniform float _OutlineWidth;
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v2f vert(appdata input) {
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v2f output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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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);
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output.color = _OutlineColor;
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return output;
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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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ENDCG
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}
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}
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}
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 4e76d4023d7e0411297c670f878973e2
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timeCreated: 1520575782
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licenseType: Store
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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33
Assets/QuickOutline/Resources/Shaders/OutlineMask.shader
Normal file
33
Assets/QuickOutline/Resources/Shaders/OutlineMask.shader
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@@ -0,0 +1,33 @@
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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.
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// Copyright © 2018 Chris Nolet. All rights reserved.
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//
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Shader "Custom/Outline Mask" {
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Properties {
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
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}
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SubShader {
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Tags {
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"Queue" = "Transparent+100"
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"RenderType" = "Transparent"
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}
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Pass {
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Name "Mask"
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Cull Off
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ZTest [_ZTest]
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ZWrite Off
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ColorMask 0
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Stencil {
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Ref 1
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Pass Replace
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}
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}
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}
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}
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 341b058cd7dee4f5cba5cc59a513619e
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timeCreated: 1520575773
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licenseType: Store
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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