How can I achieve an outline effect similar to the ones found in League of Legends or Diablo III?
Is it done using a shader? How?
I would prefer answers that are not tied up to any particular engine but one that I can adapt to whatever engine I'm working on.
You will have to render the object twice at some point. You can get away with rendering just the faces facing the camera once and the faces facing away from the camera once, but it has its trade-offs.
The most simplest common solution is done by rendering the object twice in the same pass:
This is simple enough to build and implement and avoids any render-to-texture tricks, but has a few noticeable drawbacks:
The basic idea for such a shader looks like this (Cg, for Unity - the code is a slightly modified toon shader I found somewhere and didn't note the source, so it's more badly-written proof-of-concept than a ready-to-use shader):
Shader "Basic Outline" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (1,0.5,0,1)
_Outline ("Outline width", Range (0.0, 0.1)) = .05
_MainTex ("Base (RGB)", 2D) = "white" { }
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
CGPROGRAM
#pragma exclude_renderers gles
#pragma exclude_renderers xbox360
#pragma vertex vert
struct appdata {
float4 vertex;
float3 normal;
};
struct v2f
{
float4 pos : POSITION;
float4 color : COLOR;
float fog : FOGC;
};
float _Outline;
float4 _OutlineColor;
v2f vert(appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_MV, v.normal);
norm.x *= UNITY_MATRIX_P[0][0];
norm.y *= UNITY_MATRIX_P[1][1];
o.pos.xy += norm.xy * _Outline;
o.fog = o.pos.z;
o.color = _OutlineColor;
return o;
}
ENDCG
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
SetTexture [_MainTex] { combine primary }
}
Pass {
Name "BASE"
Tags {"LightMode" = "Always"}
CGPROGRAM
#pragma fragment frag
#pragma vertex vert
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 viewDir : TEXCOORD1;
float3 normal : TEXCOORD2;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.normal = v.normal;
o.uv = TRANSFORM_UV(0);
o.viewDir = ObjSpaceViewDir( v.vertex );
return o;
}
uniform float4 _Color;
uniform sampler2D _MainTex;
float4 frag (v2f i) : COLOR
{
half4 texcol = tex2D( _MainTex, i.uv );
half3 ambient = texcol.rgb * (UNITY_LIGHTMODEL_AMBIENT.rgb);
return float4( ambient, texcol.a * _Color.a );
}
ENDCG
}
}
FallBack "Diffuse"
}
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