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Question by omg_Aya · Dec 10, 2014 at 04:13 PM · shader

Toon Diffuse Shader Unsupported

Hey all,

I'm not too familiar with shaders but I am getting this warning in my PC build.

WARNING: Shader Unsupported: 'Toon/Diffuse' - Pass 'OUTLINE' shader state not supported

And the Shader:

 Shader "Toon/Diffuse" {
     Properties {
         _Color ("Main Color", Color) = (.5,.5,.5,1)
         _OutlineColor ("Outline Color", Color) = (0,0,0,1)
         _Outline ("Outline width", Range (.002, 0.03)) = .005
         _MainTex ("Base (RGB)", 2D) = "white" { }
     }
  
 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 = mul(UNITY_MATRIX_MVP, 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 {
         //Tags {"Queue" = "Geometry+100" }
 CGPROGRAM
 #pragma surface surf Lambert
  
 sampler2D _MainTex;
 fixed4 _Color;
  
 struct Input {
     float2 uv_MainTex;
 };
  
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
 }
 ENDCG
  
         // note that a vertex shader is specified here but its using the one above
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Front
             ZWrite On
             ColorMask RGB
             Blend SrcAlpha OneMinusSrcAlpha
             //Offset 50,50
  
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             half4 frag(v2f i) :COLOR { return i.color; }
             ENDCG
         }
     }
  
     SubShader {
 CGPROGRAM
 #pragma surface surf Lambert
  
 sampler2D _MainTex;
 fixed4 _Color;
  
 struct Input {
     float2 uv_MainTex;
 };
  
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
 }
 ENDCG
  
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Front
             ZWrite On
             ColorMask RGB
             Blend SrcAlpha OneMinusSrcAlpha
  
             CGPROGRAM
 // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
 #pragma exclude_renderers gles
             #pragma vertex vert
             #pragma exclude_renderers gles xbox360 ps3
             ENDCG
             SetTexture [_MainTex] { combine primary }
         }
     }
  
     Fallback "Diffuse"
 }

I'm guessing its the second "Outline" pass that its complaining about because the highlight still shows up, just not the texture on the object. I'm using DX11 for this. Any idea what could be happening?

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avatar image omg_Aya · Dec 10, 2014 at 04:13 PM 0
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The shader works fine when I play in editor btw.

avatar image omg_Aya · Dec 11, 2014 at 10:43 PM 0
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I copied the sub shader from $$anonymous$$obile/Diffuse and replaced the 2nd subshader in this with that. Still has exactly the same effect. But I don't get the warning anymore.

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Answer by omg_Aya · Dec 19, 2014 at 08:37 PM

It was actually somebody elses shader that was breaking this. The it was giving me warnings in my shader but I guess they weren't really what mattered. Fixed the errors in the other shader and now both work.

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