• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JannickL · Sep 01, 2018 at 09:56 AM · shadershadersshader programmingcullingshader writing

Drawing silhouette shader

Hello there, this shader should draw a silhouette before the actual model gets drawn. This is a surface shader so there are not really passes but it should work anyway. However, I need shadows and that's why I decided to use a surface shader.

The Problem is that my silhouette does not get drawn correctly. I think there is something wrong in the Queue, ZWrite or Culling.

alt text

All objects in the scene are using the same shader. The silhouette only gets drawn when no object is behind it (only the skybox). I want the silhouette to always be drawn.

Can someone help me out?

 Shader "Shadow Silhouette" {
     Properties{
         _Color("Color", Color) = (1,1,1,1)
         _MainTex("Albedo (RGB)", 2D) = "white" {}
         _Glossiness("Smoothness", Range(0,1)) = 0.5
         _Metallic("Metallic", Range(0,1)) = 0.0
         _OutlineWidth("OutlineWidth", Range(0,0.10)) = 0.01
         _OutlineColor("OutlineColor", Color) = (1,1,1,1)
 
     }
         SubShader{
 
            // Draw a silhouette
            Tags{ "Queue" = "Geometry+1" }
             LOD 200
             ZWrite Off
 
             CGPROGRAM
             #pragma surface surf Standard fullforwardshadows vertex:vert
             #pragma target 3.0
 
             sampler2D _MainTex;
 
             struct Input {
                 float2 uv_MainTex;
             };
 
             fixed4 _OutlineColor;
             float _OutlineWidth;
 
             UNITY_INSTANCING_BUFFER_START(Props)
             UNITY_INSTANCING_BUFFER_END(Props)
 
             void vert(inout appdata_full v) {
                 v.vertex.xyz += float3(v.normal.xyz)*_OutlineWidth;
             }
 
             void surf(Input IN, inout SurfaceOutputStandard o) {
                 o.Albedo = _OutlineColor;
             }
             ENDCG
 
 
             // Draw the object
             Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+1" }
             LOD 200
             ZWrite On
 
             CGPROGRAM
             #pragma surface surf Standard fullforwardshadows
             #pragma target 3.0
 
             sampler2D _MainTex;
 
             struct Input {
                 float2 uv_MainTex;
             };
 
             half _Glossiness;
             half _Metallic;
             fixed4 _Color;
 
             UNITY_INSTANCING_BUFFER_START(Props)
             UNITY_INSTANCING_BUFFER_END(Props)
 
             void surf(Input IN, inout SurfaceOutputStandard o) {
                 fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
                 o.Albedo = c.rgb;
                 o.Metallic = _Metallic;
                 o.Smoothness = _Glossiness;
                 o.Alpha = c.a;
             }
 
             ENDCG
     }
     FallBack "Diffuse"
 }

Thank you

unbenannt.png (38.1 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

148 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Stretching when using world coordinates 2 Answers

Shader: How to write a shader that respects sorting order first and then depth 1 Answer

How do I make an Unlit Shader with two textures? 0 Answers

Foliage shader advices ? 0 Answers

Shader Darkening the UI sprite behind it! 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges