//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== // Outlines the markers of the garbage matte Shader "Custom/Green Screen/ Outlined" { Properties{ _Color("Main Color", Color) = (.5,.5,.5,1) _OutlineColor("Outline Color", Color) = (0,0,0,1) _Outline("Outline width", Range(0.0, 0.03)) = .005 _MainTex("Base (RGB)", 2D) = "white" { } } CGINCLUDE #pragma target 4.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; uniform float _Outline; uniform float4 _OutlineColor; float4 _Color; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = UnityObjectToClipPos(v.vertex); float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } ENDCG SubShader{ Tags{ "Queue" = "Transparent+2" } // note that a vertex shader is specified here but its using the one above Pass{ Name "OUTLINE" Tags{ "LightMode" = "Always" } Cull Off ZWrite Off //ZTest Always ColorMask RGB // alpha not used Blend SrcAlpha OneMinusSrcAlpha // Normal CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.0 half4 frag(v2f i) :COLOR{ return i.color; } ENDCG } Pass { CGPROGRAM #pragma vertex vert2 #pragma fragment frag2 // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float4x4 _projection; v2f vert2(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.color = _Color; return o; } float4 frag2(v2f i) : SV_Target { return _Color; } ENDCG } } //Fallback "Diffuse" }