Hello there, im looking for a sprite outline diffuse shader. When a player is behind a wall then you only see the outline shader. can someone help me? i have no experience in shaders.
Thank you, but i need something where the outline is not always showing only there where a bodypart or a sprite is behind an other specific sprite
i think it might be your best shot. not many good free open source outline shaders for unity that i could find. from page 4 of that thread:
I managed to use this shader as a base for the effect you wanted using stencils. It's not perfect (I made it in a rush), and could be fixed up, but it should help you get started. Let me know if you need any more help. First Shader Code (csharp): Shader "Outlined/Blocked Silhouette Only ZTest Fail" { Properties{ _OutlineColor("Outline Color", Color) = (0,0,0,1) _Outline("Outline width", Range(0.0, 0.5)) = .005 } CGINCLUDE #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; 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{ Name "FULL" Tags { "Queue" = "Transparent" } ztest equal Pass { Name "BASE" Cull Back Blend Zero One ztest always Stencil { Ref 1 Comp always Pass replace } // uncomment this to hide inner details: //Offset -8, -8 SetTexture[_OutlineColor] { ConstantColor(0,0,0,0) Combine constant } } // note that a vertex shader is specified here but its using the one above Pass { Name "BLOCK" Tags { "LightMode" = "Always" "Queue" = "Transparent"} Cull Front Ztest greater Stencil { Ref 1 Comp notEqual } // you can choose what kind of blending mode you want for the outline //Blend SrcAlpha OneMinusSrcAlpha // Normal //Blend One One // Additive Blend One OneMinusDstColor // Soft Additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x Multiplicative CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" "Queue" = "Transparent"} Cull Front Ztest greater Stencil { Ref 1 Comp notEqual } // you can choose what kind of blending mode you want for the outline //Blend SrcAlpha OneMinusSrcAlpha // Normal //Blend One One // Additive Blend One OneMinusDstColor // Soft Additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x Multiplicative CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } } Fallback "Diffuse" } Second Shader Code (csharp): Shader "Unlit/UnlitBasic" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 //ztest always Pass { Name "BASIC" CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } } Third shader combining the two (this is the one you'll use on a material) Code (csharp): Shader "Outline/Full" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _OutlineColor("Outline Color", Color) = (0,0,0,1) _Outline("Outline width", Range(0.0, 0.5)) = .005 } SubShader { Tags { "Queue" = "Transparent" } UsePass "Unlit/UnlitBasic/BASIC" UsePass "Outlined/Blocked Silhouette Only ZTest Fail/BASE" UsePass "Outlined/Blocked Silhouette Only ZTest Fail/BLOCK" } Fallback "Diffuse" }