ghfghgfhgf

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2025-05-02 14:58:30 +01:00
parent e706d5577a
commit abfc6cd910
43 changed files with 2231 additions and 102 deletions

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/*
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█▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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____________________________________________________________________________________________________________________________________________
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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____________________________________________________________________________________________________________________________________________
License:
The license is ATTRIBUTION 3.0
More license info here:
https://creativecommons.org/licenses/by/3.0/
____________________________________________________________________________________________________________________________________________
This shader has NOT been tested on any other PC configuration except the following:
CPU: Intel Core i5-6400
GPU: NVidia GTX 750Ti
RAM: 16GB
Windows: 10 x64
DirectX: 11
____________________________________________________________________________________________________________________________________________
*/
Shader "Ultimate 10+ Shaders/Outline"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_OutlineColor ("Outline Color", Color) = (1,1,1,1)
_OutlineWidth ("Outline Width", Range(0, 4)) = 0.25
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
}
SubShader
{
Tags { "RenderType"="Geometry" "Queue"="Transparent" }
LOD 200
Cull [_Cull]
Pass{
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f{
float4 pos : SV_POSITION;
float3 normal : NORMAL;
};
fixed4 _OutlineColor;
half _OutlineWidth;
v2f vert(appdata input){
input.vertex += float4(input.normal * _OutlineWidth, 1);
v2f output;
output.pos = UnityObjectToClipPos(input.vertex);
output.normal = mul(unity_ObjectToWorld, input.normal);
return output;
}
fixed4 frag(v2f input) : SV_Target
{
return _OutlineColor;
}
ENDCG
}
ZWrite On
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
struct Input
{
float2 uv_MainTex;
};
fixed4 _Color;
sampler2D _MainTex;
fixed4 pixel;
void surf (Input IN, inout SurfaceOutputStandard o)
{
pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = pixel.rgb;
}
ENDCG
}
FallBack "Diffuse"
}