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Question by Regalith · Dec 29, 2014 at 02:24 AM · shaderrenderingoffset

Shader Offset not working

Hey guys,

So i'm working on a drag and drop ship building system, and created my own translate and rotate gizmos to use in game. I used the GUI text shaders since ZWrite is set to Off on that shader, and thus will always be rendered. The issue I'm having, is I'm using a modified toon shader to deal with selection highlighting in game, but this is being drawn over my translate and rotate gizmo, even with ZWrite being turned on. Here's a screen shot with the white box showing where the gizmo is not being drawn over the selected object.

alt text

Here's the code for the shader

 Shader "Outlined/Silhouetted Bumped Diffuse" 
 {
     Properties 
     {
         _Color ("Main Color", Color) = (.5,.5,.5,1)
         _OutlineColor ("Outline Color", Color) = (0,0,0,1)
         _Outline ("Outline width", Range (0.0, 0.03)) = .005
         _MainTex ("Base (RGB)", 2D) = "white" { }
         _BumpMap ("Bumpmap", 2D) = "bump" {}
     }
  
 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" = "Transparent" }
  
         // note that a vertex shader is specified here but its using the one above
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Off
             ZWrite On
              Offset 15,15
             // you can choose what kind of blending mode you want for the outline
             Blend SrcAlpha OneMinusSrcAlpha // Normal
             //Blend One One // Additive
             //Blend One OneMinusDstColor // Soft Additive
             //Blend DstColor Zero // Multiplicative
             //Blend DstColor SrcColor // 2x Multiplicative
  
 CGPROGRAM
 #pragma vertex vert
 #pragma fragment frag
  
 half4 frag(v2f i) : COLOR {
     return i.color;
 }
 ENDCG
         }
  
  
 CGPROGRAM
 #pragma surface surf Lambert
 struct Input {
     float2 uv_MainTex;
     float2 uv_BumpMap;
 };
 sampler2D _MainTex;
 sampler2D _BumpMap;
 uniform float3 _Color;
 void surf(Input IN, inout SurfaceOutput o) {
     o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
     o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 }
 ENDCG
  
     }
  
     SubShader {
         Tags { "Queue" = "Transparent" }
  
  
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Front
             ZWrite On
             Offset 14,14
  
             // you can choose what kind of blending mode you want for the outline
             Blend SrcAlpha OneMinusSrcAlpha // Normal
             //Blend One One // Additive
             //Blend One OneMinusDstColor // Soft Additive
             //Blend DstColor Zero // Multiplicative
             //Blend DstColor SrcColor // 2x Multiplicative
  
             CGPROGRAM
             #pragma vertex vert
             #pragma exclude_renderers gles xbox360 ps3
             ENDCG
             SetTexture [_MainTex] { combine primary }
         }
  
 CGPROGRAM
 #pragma surface surf Lambert
 struct Input {
     float2 uv_MainTex;
     float2 uv_BumpMap;
 };
 sampler2D _MainTex;
 sampler2D _BumpMap;
 uniform float3 _Color;
 void surf(Input IN, inout SurfaceOutput o) {
     o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
     o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 }
 ENDCG
  
     }
  
     Fallback "Outlined/Silhouetted Diffuse"
 }
 

Any ideas why it isnt working?

screenshot.jpg (219.9 kB)
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Answer by tanoshimi · Dec 30, 2014 at 02:48 PM

ZWrite won't control whether your cube is drawn over the top of previous objects - that's what ZTest does. http://docs.unity3d.com/Manual/SL-CullAndDepth.html

Change the shader used to draw your gizmo to ZTest Always and Tags {"Queue" = "Overlay" } to make sure it is always drawn last, and irrespective of whether there is anything already in the depth buffer.

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avatar image Regalith · Dec 30, 2014 at 03:04 PM 0
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Worked like a charm, thanks so much. Never got around to learning Shader Lab, but it might finally be time to take a look at it

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