Shader "Custom/Ill_RimLight" { Properties{ _Color("Main Color", Color) = (.5,.5,.5,1) _OutlineColor("Rim Color", Color) = (0,0,0,1) _Outline("Rim width", Range(.002, 0.03)) = .005 _MainTex("Base (RGB)", 2D) = "white" { } _Illum("Illumin (A)", 2D) = "white" { } _EmissionLM("Emission (Lightmapper)", Float) = 0 } SubShader { Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _Illum; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_Illum; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed4 c = tex * _Color; o.Albedo = c.rgb; o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; o.Alpha = c.a; } ENDCG Pass { CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; fixed4 _OutlineColor; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(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 Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite On ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } } Fallback "Self-Illumin/VertexLit" }