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Question by starseekergames · Mar 29, 2019 at 12:48 PM · shadersshader programming

Help combining a dissolve shader and an outline shader,How can I combine these two shaders

Can anyone help me combine these two shaders? I failed my many attempts... Probably because I myself am a noob in shader coding, but I really need this to work.

It's between this Dissolve shader

  Shader "Custom/Dissolve" {
         Properties
         {
             _Color ("Color", Color) = (1,1,1,1)
             _MainTex ("Albedo (RGB)", 2D) = "white" {}
             _SliceGuide("Slice Guide (RGB)", 2D) = "white" {}
             _SliceAmount("Slice Amount", Range(0.0, 1.0)) = 0
      
             _BurnSize("Burn Size", Range(0.0, 1.0)) = 0.15
             _BurnRamp("Burn Ramp (RGB)", 2D) = "white" {}
             _BurnColor("Burn Color", Color) = (1,1,1,1)
      
             _EmissionAmount("Emission amount", float) = 2.0
         }
     
         SubShader
         {
             Tags { "RenderType"="Opaque" }
             LOD 200
             Cull Off
             CGPROGRAM
             #pragma surface surf Lambert addshadow
             #pragma target 3.0
      
             fixed4 _Color;
             sampler2D _MainTex;
             sampler2D _SliceGuide;
             sampler2D _BumpMap;
             sampler2D _BurnRamp;
             fixed4 _BurnColor;
             float _BurnSize;
             float _SliceAmount;
             float _EmissionAmount;
      
             struct Input {
                 float2 uv_MainTex;
             };
      
      
             void surf (Input IN, inout SurfaceOutput o) {
                 fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                 half test = tex2D(_SliceGuide, IN.uv_MainTex).rgb - _SliceAmount;
                 clip(test);
                  
                 if (test < _BurnSize && _SliceAmount > 0) {
                     o.Emission = tex2D(_BurnRamp, float2(test * (1 / _BurnSize), 0)) * _BurnColor * _EmissionAmount;
                 }
      
                 o.Albedo = c.rgb;
                 o.Alpha = c.a;
             }
             ENDCG
         }
         FallBack "Diffuse"
     }

. . . and this outline object shader

     Shader "TSF/BaseOutline1"
     {
         Properties 
         {
     
             [MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0     //1
             _MainTex ("Detail", 2D) = "white" {}                                        //2
             _ToonShade ("Shade", 2D) = "white" {}                                          //3
             [MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0     //4
             _Color ("Base Color", Color) = (1,1,1,1)                                    //5    
             [MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6        
             _Brightness ("Brightness 1 = neutral", Float) = 1.0                            //7    
             _OutlineColor ("Outline Color", Color) = (0.5,0.5,0.5,1.0)                    //10
             _Outline ("Outline width", Float) = 0.01                                    //11
     
         }
      
         SubShader
         {
             Tags { "RenderType"="Opaque" }
             LOD 250 
             Lighting Off
             Fog { Mode Off }
             
             UsePass "TSF/Base1/BASE"
                 
             Pass
             {
                 Cull Front
                 ZWrite On
                 CGPROGRAM
                 #include "UnityCG.cginc"
                 #pragma fragmentoption ARB_precision_hint_fastest
                 #pragma glsl_no_auto_normalization
                 #pragma vertex vert
                  #pragma fragment frag
                 
                 struct appdata_t 
                 {
                     float4 vertex : POSITION;
                     float3 normal : NORMAL;
                 };
     
                 struct v2f 
                 {
                     float4 pos : SV_POSITION;
                 };
     
                 fixed _Outline;
     
                 
                 v2f vert (appdata_t v) 
                 {
                     v2f o;
                     o.pos = v.vertex;
                     o.pos.xyz += normalize(v.normal.xyz) *_Outline*0.01;
                     o.pos = UnityObjectToClipPos(o.pos);
                     return o;
                 }
                 
                 fixed4 _OutlineColor;
                 
                 fixed4 frag(v2f i) :COLOR 
                 {
                     return _OutlineColor;
                 }
                 
                 ENDCG
             }
         }
     Fallback "Legacy Shaders/Diffuse"
     }



,I can't seem to combine these two shaders. Can anyone help? I'm trying to achieve both outlined effect and the dissolve effect

I'd appreciate the feedback but I really need a solution towards it because I've no experience in shader coding.

 Shader "TSF/BaseOutline1"
 {
     Properties 
     {
 
         [MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0     //1
         _MainTex ("Detail", 2D) = "white" {}                                        //2
         _ToonShade ("Shade", 2D) = "white" {}                                          //3
         [MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0     //4
         _Color ("Base Color", Color) = (1,1,1,1)                                    //5    
         [MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6        
         _Brightness ("Brightness 1 = neutral", Float) = 1.0                            //7    
         _OutlineColor ("Outline Color", Color) = (0.5,0.5,0.5,1.0)                    //10
         _Outline ("Outline width", Float) = 0.01                                    //11
 
     }
  
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 250 
         Lighting Off
         Fog { Mode Off }
         
         UsePass "TSF/Base1/BASE"
             
         Pass
         {
             Cull Front
             ZWrite On
             CGPROGRAM
             #include "UnityCG.cginc"
             #pragma fragmentoption ARB_precision_hint_fastest
             #pragma glsl_no_auto_normalization
             #pragma vertex vert
              #pragma fragment frag
             
             struct appdata_t 
             {
                 float4 vertex : POSITION;
                 float3 normal : NORMAL;
             };
 
             struct v2f 
             {
                 float4 pos : SV_POSITION;
             };
 
             fixed _Outline;
 
             
             v2f vert (appdata_t v) 
             {
                 v2f o;
                 o.pos = v.vertex;
                 o.pos.xyz += normalize(v.normal.xyz) *_Outline*0.01;
                 o.pos = UnityObjectToClipPos(o.pos);
                 return o;
             }
             
             fixed4 _OutlineColor;
             
             fixed4 frag(v2f i) :COLOR 
             {
                 return _OutlineColor;
             }
             
             ENDCG
         }
     }
 Fallback "Legacy Shaders/Diffuse"
 }

and

 Shader "Custom/Dissolve" {
     Properties
     {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _SliceGuide("Slice Guide (RGB)", 2D) = "white" {}
         _SliceAmount("Slice Amount", Range(0.0, 1.0)) = 0
  
         _BurnSize("Burn Size", Range(0.0, 1.0)) = 0.15
         _BurnRamp("Burn Ramp (RGB)", 2D) = "white" {}
         _BurnColor("Burn Color", Color) = (1,1,1,1)
  
         _EmissionAmount("Emission amount", float) = 2.0
     }
 
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 200
         Cull Off
         CGPROGRAM
         #pragma surface surf Lambert addshadow
         #pragma target 3.0
  
         fixed4 _Color;
         sampler2D _MainTex;
         sampler2D _SliceGuide;
         sampler2D _BumpMap;
         sampler2D _BurnRamp;
         fixed4 _BurnColor;
         float _BurnSize;
         float _SliceAmount;
         float _EmissionAmount;
  
         struct Input {
             float2 uv_MainTex;
         };
  
  
         void surf (Input IN, inout SurfaceOutput o) {
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             half test = tex2D(_SliceGuide, IN.uv_MainTex).rgb - _SliceAmount;
             clip(test);
              
             if (test < _BurnSize && _SliceAmount > 0) {
                 o.Emission = tex2D(_BurnRamp, float2(test * (1 / _BurnSize), 0)) * _BurnColor * _EmissionAmount;
             }
  
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }
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avatar image starseekergames · Mar 29, 2019 at 08:07 AM 0
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sorry the content seems doubled. I wasn't logged in previously and when the button said 'sign in and post' I signed in and the content was gone. So I rewrote my question.

now that I viewed the post, it seemed to record what I had previously input before I signed in. weird but yea...

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