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Question by Soraphis · Dec 16, 2015 at 08:28 PM · unity5vertex shader

Vertex Shader increase object size (scaling) by flat value

Hi im new to writing shaders but what i try should not be an huge problem.

I want to "scale" my object up in the vertex shader. BUT not with an factor but instead with an flat value. imagine an border with an fix border size.

My idea was to simply add to each vertex x, y and z coordinate my offset (border size), but i need to get the right direction this is why i extract the direction and divide it by its absolute value

     v2f vert(float4 vertex : POSITION, float3 normal : NORMAL) {
         v2f o;
         vertex.x += (vertex.x / abs(vertex.x)) * _Offset;
         vertex.y += (vertex.y / abs(vertex.y)) * _Offset;
         vertex.z += (vertex.z / abs(vertex.z)) * _Offset;
         o.vertex = mul(UNITY_MATRIX_MVP, vertex);
         return o;
     }

my brain says it should work. for the vertex (3, -2, 1) and the offset 1 the new position would be: (4, -3, 2)

but if i test this with an cube and i resize the cube in unity it appears that my border gets larger on dimensions where the unity-transform component has an scale > 1 and it gets smaller if the unity scale is < 1

why is this? can i fix it?

edit: is there a way to access the scaling in the shader?

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