// Outline shader v1.0

// Author: Bishop Myers
// Last modified: October 7, 2014
Shader "Custom/Outline" {
Properties {
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 0.03)) = .005
}

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" }

Pass {
Name "BASE"
Cull Back
Blend Zero One

// uncomment this to hide inner details:
//Offset -8, -8

SetTexture [_OutlineColor] {
ConstantColor (0,0,0,0)
Combine constant
}
}

// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front

// 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
}


}

Fallback "Diffuse"
}