アウトラインシェーダ
Shader "Unlit/Outline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_OutlineColor("Color", Color) = (1,0,0,1)
_LineLength ("OutlineLength", Float) = 0.3
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
Pass
{
Cull front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
fixed4 _OutlineColor;
float _LineLength;
v2f vert (appdata v)
{
v2f o;
float4 pos = v.vertex + (v.normal * _LineLength);
o.vertex = mul(UNITY_MATRIX_MVP, pos);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _OutlineColor;
}
ENDCG
}
}
}