├── ProjectSettings ├── boot.config ├── ProjectVersion.txt ├── CommonBurstAotSettings.json ├── ClusterInputManager.asset ├── PresetManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── URPProjectSettings.asset ├── BurstAotSettings_StandaloneWindows.json ├── AudioManager.asset ├── ShaderGraphSettings.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── MemorySettings.asset ├── DynamicsManager.asset ├── EditorSettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── Models │ ├── SM_Terrain.fbx │ ├── SM_Warehouse.fbx │ ├── SM_Building_01.fbx │ ├── SM_Building_02.fbx │ ├── SM_EnvPiece_01.fbx │ ├── SM_EnvPiece_02.fbx │ ├── SM_Terrain.fbx.meta │ ├── SM_Building_01.fbx.meta │ ├── SM_Building_02.fbx.meta │ ├── SM_EnvPiece_01.fbx.meta │ ├── SM_EnvPiece_02.fbx.meta │ └── SM_Warehouse.fbx.meta ├── Textures │ ├── T_TerrainRoad.png │ ├── T_Objects_Albedo.png │ ├── T_Buildings_Albedo.png │ ├── T_Objects_Albedo.png.meta │ ├── T_TerrainRoad.png.meta │ └── T_Buildings_Albedo.png.meta ├── Scenes │ └── TestScene.unity.meta ├── Models.meta ├── Scenes.meta ├── Shaders.meta ├── Materials.meta ├── Settings.meta ├── Textures.meta ├── Settings │ ├── URP-Balanced.asset.meta │ ├── URP-HighFidelity.asset.meta │ ├── URP-Performant.asset.meta │ ├── SampleSceneProfile.asset.meta │ ├── URP-Balanced-Renderer.asset.meta │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-Performant-Renderer.asset.meta │ ├── New Lighting Settings.lighting.meta │ ├── New Lighting Settings.lighting │ ├── URP-Performant-Renderer.asset │ ├── URP-Performant.asset │ ├── URP-HighFidelity.asset │ ├── URP-Balanced.asset │ ├── URP-Balanced-Renderer.asset │ ├── URP-HighFidelity-Renderer.asset │ └── SampleSceneProfile.asset ├── Materials │ ├── M_Buildings.mat.meta │ ├── M_Objects.mat.meta │ ├── M_Terrain.mat.meta │ ├── M_Buildings.mat │ ├── M_Objects.mat │ └── M_Terrain.mat ├── UniversalRenderPipelineGlobalSettings.asset.meta ├── Shaders │ ├── Outline.shader.meta │ └── Outline.shader └── UniversalRenderPipelineGlobalSettings.asset ├── .vscode └── settings.json ├── .gitignore ├── Packages ├── manifest.json └── packages-lock.json └── README.md /ProjectSettings/boot.config: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Assets/Models/SM_Terrain.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mozankatip/ToonOutlineURP/HEAD/Assets/Models/SM_Terrain.fbx -------------------------------------------------------------------------------- /Assets/Models/SM_Warehouse.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mozankatip/ToonOutlineURP/HEAD/Assets/Models/SM_Warehouse.fbx -------------------------------------------------------------------------------- /Assets/Models/SM_Building_01.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mozankatip/ToonOutlineURP/HEAD/Assets/Models/SM_Building_01.fbx -------------------------------------------------------------------------------- /Assets/Models/SM_Building_02.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mozankatip/ToonOutlineURP/HEAD/Assets/Models/SM_Building_02.fbx -------------------------------------------------------------------------------- /Assets/Models/SM_EnvPiece_01.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mozankatip/ToonOutlineURP/HEAD/Assets/Models/SM_EnvPiece_01.fbx -------------------------------------------------------------------------------- /Assets/Models/SM_EnvPiece_02.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mozankatip/ToonOutlineURP/HEAD/Assets/Models/SM_EnvPiece_02.fbx -------------------------------------------------------------------------------- /Assets/Textures/T_TerrainRoad.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mozankatip/ToonOutlineURP/HEAD/Assets/Textures/T_TerrainRoad.png -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2021.3.0f1 2 | m_EditorVersionWithRevision: 2021.3.0f1 (6eacc8284459) 3 | -------------------------------------------------------------------------------- /Assets/Textures/T_Objects_Albedo.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mozankatip/ToonOutlineURP/HEAD/Assets/Textures/T_Objects_Albedo.png -------------------------------------------------------------------------------- /Assets/Textures/T_Buildings_Albedo.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mozankatip/ToonOutlineURP/HEAD/Assets/Textures/T_Buildings_Albedo.png -------------------------------------------------------------------------------- /ProjectSettings/CommonBurstAotSettings.json: -------------------------------------------------------------------------------- 1 | { 2 | "MonoBehaviour": { 3 | "Version": 4, 4 | "DisabledWarnings": "" 5 | } 6 | } 7 | -------------------------------------------------------------------------------- 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could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | 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-------------------------------------------------------------------------------- /Assets/Settings/New Lighting Settings.lighting: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!850595691 &4890085278179872738 4 | LightingSettings: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_Name: New Lighting Settings 10 | serializedVersion: 4 11 | m_GIWorkflowMode: 0 12 | m_EnableBakedLightmaps: 1 13 | m_EnableRealtimeLightmaps: 0 14 | m_RealtimeEnvironmentLighting: 1 15 | m_BounceScale: 1 16 | m_AlbedoBoost: 1 17 | m_IndirectOutputScale: 1 18 | m_UsingShadowmask: 1 19 | m_BakeBackend: 1 20 | m_LightmapMaxSize: 1024 21 | m_BakeResolution: 40 22 | m_Padding: 2 23 | m_LightmapCompression: 3 24 | m_AO: 0 25 | m_AOMaxDistance: 1 26 | m_CompAOExponent: 1 27 | m_CompAOExponentDirect: 0 28 | m_ExtractAO: 0 29 | 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m_PVRFilteringGaussRadiusAO: 2 61 | m_PVRFilteringAtrousPositionSigmaDirect: 0.5 62 | m_PVRFilteringAtrousPositionSigmaIndirect: 2 63 | m_PVRFilteringAtrousPositionSigmaAO: 1 64 | m_PVRTiledBaking: 0 65 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ToonOutlineURP 2 | ## Introduction 3 | "Toon Outline Shader” is a Unity URP shader that provides an outline effect around objects and also giving your objects a stylized toon-like appearance. It allows you to specify the outline color, thickness, fade an toon lighting features. 4 | 5 | ![Screenshot 2023-06-06 162643](https://github.com/mozankatip/ToonOutlineURP/assets/47041584/2c2457f9-8767-4c43-8d8e-dc125e91c6de) 6 | 7 | https://github.com/mozankatip/OutlineShaderURP/assets/47041584/bde51c6d-d3a8-48a8-918e-a4f712af720b 8 | 9 | https://github.com/mozankatip/ToonOutlineURP/assets/47041584/06394293-9af3-4322-8ec5-74b20775c934 10 | 11 | ## Properties 12 | 13 | * **Texture**: Controls the main texture of the object. 14 | * **Outline Color**: Specifies the color of the outline. 15 | * **Outline Thickness**: Defines the thickness of the outline 16 | * **Outline Fade**: Controls the transparency of outline. 17 | * **ZTest**: Allows you to set the draw order of geometry. 18 | * **Brightness**: Adjusts the brightness of the object's lighting. 19 | * **Tint Strength**: Determines the strength of the tint color. 20 | * **Tint Color**: Specifies the color used for tinting the object. 21 | * **Ramp**: Controls the way the color changes in the shading. 22 | 23 | 24 | ![Screenshot 2023-06-06 155315](https://github.com/mozankatip/ToonOutlineURP/assets/47041584/796b480c-d840-4f68-b713-a8cc44e2da0b) 25 | 26 | ## Usage 27 | You can use “TestScene” to see how the “Outline Shader” is used in action in different meshes. To use the shader in your own Unity URP project, follow these steps: 28 | 29 | 1. Copy the "Outline.shader" file into your Unity project. 30 | 2. Set the shader of the object’s material to "mozan/Outline". 31 | 3. Adjust the shader properties (outline color, thickness, fade, etc.) through the material inspector. 32 | 33 | ## Notes 34 | 35 | 1. The outline effect works best on closed mesh objects. For open or complex meshes, artifacts may occur. 36 | 2. It may not work correctly with transparent objects or objects with complex material setups. 37 | 3. It currently does not support receiving shadows but will be added in future updates. 38 | 39 | * Unity Version: 2021.3.0 40 | * Universal Render Pipeline (URP) 41 | * Compatible with Unity 2019.3 and above 42 | 43 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | 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SETTINGS)] 9 | [Space(10)] 10 | _OutColor ("Outline Color", Color) = (0,0,0,1) 11 | 12 | [Space(10)] 13 | _OutThickness ("Outline Thickness", Range(0.0, 0.2)) = 0.1 14 | _OutFade ("Outline Fade", Range(0.0, 1.0)) = 1.0 15 | 16 | [Space(10)] 17 | [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0 18 | [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Integer) = 1 19 | 20 | [Space(20)] 21 | 22 | [Header(LIGHT SETTINGS)] 23 | [Space(10)] 24 | _Brightness("Brightness", Range(0.0, 1.0)) = 0.1 25 | _Strength("Tint Strength", Range(0.0, 1.0)) = 0.5 26 | _TintCol("Tint Color", Color) = (1,1,1,1) 27 | _Ramp("Ramp", Range(0.0, 1.0)) = 0.3 28 | } 29 | 30 | SubShader 31 | { 32 | Tags 33 | { 34 | "RenderPipeline" = "UniversalRenderPipeline" 35 | "Queue" = "Transparent" // Tag specifying the rendering queue 36 | } 37 | 38 | // OUTLINE PASS 39 | // This pass is responsible for rendering the outline effect. 40 | 41 | Pass 42 | { 43 | Blend SrcAlpha OneMinusSrcAlpha // Blending mode for the outline pass 44 | ZWrite Off // Disable depth writing for the outline pass 45 | Cull [_Cull] // Set the cull mode based on the _Cull property 46 | 47 | ZTest [_ZTest] // Set the ZTest mode based on the _ZTest property 48 | 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #include "UnityCG.cginc" 54 | 55 | struct appdata 56 | { 57 | float4 vertex : POSITION; 58 | float2 uv : TEXCOORD0; 59 | float3 normal : NORMAL; 60 | }; 61 | 62 | struct v2f 63 | { 64 | float2 uv : TEXCOORD0; 65 | float4 vertex : SV_POSITION; 66 | float3 normal : TEXCOORD1; 67 | }; 68 | 69 | sampler2D _MainTex; 70 | float4 _MainTex_ST; 71 | float4 _OutColor; 72 | float _OutThickness; 73 | float _OutFade; 74 | 75 | // Vertex shader for the outline pass 76 | v2f vert(appdata v) 77 | { 78 | v2f o; 79 | float3 vertexPos = v.vertex.xyz; 80 | float3 surfaceNormal = normalize(mul(float4(v.normal, 0), unity_WorldToObject).xyz); 81 | 82 | // Use a consistent normal for inflation 83 | float3 inflatedPos = vertexPos + _OutThickness * normalize(vertexPos - float3(0, 0, 0)); 84 | 85 | o.vertex = UnityObjectToClipPos(float4(inflatedPos, 1)); 86 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 87 | o.normal = surfaceNormal; 88 | return o; 89 | } 90 | 91 | // Fragment shader for the outline pass 92 | fixed4 frag(v2f i) : SV_Target 93 | { 94 | // Calculate the outline color with fade 95 | fixed4 outlineColor = float4(_OutColor.rgb, _OutColor.a * _OutFade); 96 | return outlineColor; 97 | } 98 | ENDCG 99 | } 100 | 101 | // TEXTURE PASS 102 | // This pass renders the texture of the object without the outline effect. 103 | 104 | Pass 105 | { 106 | Tags 107 | { 108 | "LightMode" = "UniversalForward" // Tag specifying the light mode, and also it is workaround for using multi-pass in URP 109 | } 110 | 111 | Blend One Zero // Blending mode for the texture pass 112 | ZWrite On // Enable depth writing for the texture pass 113 | Cull Off // Disable culling 114 | 115 | CGPROGRAM 116 | #pragma vertex vert 117 | #pragma fragment frag 118 | 119 | #include "UnityCG.cginc" 120 | 121 | struct appdata 122 | { 123 | float4 vertex : POSITION; 124 | float2 uv : TEXCOORD0; 125 | float3 normal : NORMAL; 126 | }; 127 | 128 | struct v2f 129 | { 130 | float2 uv : TEXCOORD0; 131 | float4 vertex : SV_POSITION; 132 | half3 worldNormal : TEXCOORD1; 133 | }; 134 | 135 | sampler2D _MainTex; 136 | float4 _MainTex_ST; 137 | float _Brightness; 138 | float _Strength; 139 | float4 _TintCol; 140 | float _Ramp; 141 | 142 | float Toon(float3 normal, float3 lightDir) 143 | { 144 | float NdotL = max(0.0,dot(normalize(normal), normalize(lightDir))); 145 | return floor(NdotL / _Ramp); 146 | } 147 | 148 | 149 | // Vertex shader for the texture pass 150 | v2f vert(appdata v) 151 | { 152 | v2f o; 153 | o.vertex = UnityObjectToClipPos(v.vertex); 154 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 155 | o.worldNormal = UnityObjectToWorldNormal(v.normal); 156 | return o; 157 | } 158 | 159 | // Fragment shader for the texture pass 160 | fixed4 frag(v2f i) : SV_Target 161 | { 162 | fixed4 col = tex2D(_MainTex, i.uv); 163 | 164 | col *= Toon(i.worldNormal, _WorldSpaceLightPos0.xyz)*_Strength*_TintCol +_Brightness; 165 | return col; 166 | } 167 | ENDCG 168 | } 169 | 170 | // SHADOW PASS 171 | 172 | Pass 173 | { 174 | Tags 175 | { 176 | "LightMode" = "ShadowCaster" 177 | } 178 | 179 | CGPROGRAM 180 | #pragma vertex vert 181 | #pragma fragment frag 182 | #pragma multi_compile_shadowcaster 183 | 184 | #include "UnityCG.cginc" 185 | 186 | struct v2f 187 | { 188 | V2F_SHADOW_CASTER; 189 | }; 190 | 191 | v2f vert(appdata_base v) 192 | { 193 | v2f o; 194 | TRANSFER_SHADOW_CASTER(o) 195 | return o; 196 | } 197 | 198 | float4 frag(v2f i) : COLOR 199 | { 200 | SHADOW_CASTER_FRAGMENT(i) 201 | } 202 | ENDCG 203 | } 204 | } 205 | } 206 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | m_Name: Vertical 26 | descriptiveName: 27 | descriptiveNegativeName: 28 | negativeButton: down 29 | positiveButton: up 30 | altNegativeButton: s 31 | altPositiveButton: w 32 | gravity: 3 33 | dead: 0.001 34 | sensitivity: 3 35 | snap: 1 36 | invert: 0 37 | type: 0 38 | axis: 0 39 | joyNum: 0 40 | - serializedVersion: 3 41 | m_Name: Fire1 42 | descriptiveName: 43 | descriptiveNegativeName: 44 | 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