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Question by oliver-jones · Mar 15, 2011 at 06:53 PM · texturematerialsrgboverdraw

Overdraw view on specific objects?

Hello,

I was messing around on Unity, and I was able to change the viewing from RGB to a feature called 'Overdraw' - this looks kind of cool for objects that 'need placing' within the game.

How would I go about having this Overdraw on a specific object, like a material or something?

Thanks

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Answer by Peter G · Mar 15, 2011 at 08:28 PM

You just need an alpha-blended shader, and I'm not going to mess with image effects. You could add one if you think you need it though.Here is a simple shader:

Shader "Overdraw" { Properties { _MainColor ("Color (RGB) Alpha (A)" , Color ) = (0, 0, 0, 0) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } //Tags are important. Queue tells Unity to render this object after we render all the solid geometry. //Otherwise they would write over us.

     ZWrite Off
     Blend SrcAlpha OneMinusSrcAlpha 
     //Alpha Blending (_MainColor.rgb * _MainColor.a + _CurrentPixelColor.rgb * (1 - _MainColor.a) = Final Color on Screen.
     Pass {      
         Color [_MainColor]
     }
 } 

}

You could add a texture in if you wanted, but this just colors the object one color, and alpha blends based on the colors alpha.

Steps:

  • Create a material with this shader.

  • Choose the color you want. Unity uses orange.

  • Adjust the alpha. You do this in the color picker. There is a alpha slider option.

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Answer by efge · Mar 15, 2011 at 07:10 PM

You could use a simple self-illumination shader like Self-Illumin/Diffuse for the objects and a Glow Image Effect on your camera. The alpha channel texture for the shader controls the self-illumination, so make sure only your specific objects have this texture or shader applied. You can assign this texture via script by Material.SetTexture.

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