VirtualFramework/Assets/Shader/WhiteOutline.shader

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Shader "URP/WhiteOutline"
{
Properties
{
_OutlineWidth("Outline Width", Range(0, 0.1)) = 0.00003
_OutlineColor("Outline Color", Color) = (0, 0, 0, 1)
_Color("Base Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
}
// <20><><EFBFBD><EFBFBD>Pass
Pass
{
Name "Outline"
Tags { "LightMode" = "SRPDefaultUnlit" }
Cull Front
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
};
CBUFFER_START(UnityPerMaterial)
float _OutlineWidth;
float4 _OutlineColor;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>չ
float3 normalOS = normalize(IN.normalOS);
float3 positionOS = IN.positionOS.xyz + normalOS * _OutlineWidth;
// ת<><D7AA><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC>ռ<EFBFBD>
OUT.positionHCS = TransformObjectToHClip(positionOS);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
return _OutlineColor;
}
ENDHLSL
}
// <20><><EFBFBD><EFBFBD>ɫPass
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
Cull Back
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
return _Color;
}
ENDHLSL
}
}
}