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::Hi folks, here is a simple shader script that you can use to create highlights on your 3D GameObjects.
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Shader "Custom/UnlitColourisation"
{
Properties
{
_Colour("Color", Color) = (0, 0, 0, 1) // Renamed to Colour
}
SubShader
{
Tags { "RenderType" = "Opaque" }
// This pass will render the outline
Pass
{
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ZTest LEqual
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
float4 _Colour; // Renamed to Colour
v2f vert(appdata v)
{
v2f o;
// No face offsets, directly use vertex position
o.pos = UnityObjectToClipPos(v.vertex);
o.color = _Colour; // Pass the outline color
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return i.color; // Directly use the outline color
}
ENDCG
}
}
// Disable receiving shadows and depth writing for the outline.
Fallback "Diffuse"
}
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