#ifndef OutlineVert #define OutlineVert v2f vert(VertexInput v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); #ifdef FUN applyFun(v.vertex); #endif o.uv = v.texcoord0 + _OutlineGlobalPan.xy * _Time.y; o.normal = UnityObjectToWorldNormal(v.normal); float3 offset = o.normal * (_LineWidth/100); o.worldPos = mul(unity_ObjectToWorld, v.vertex) + float4(offset,0); o.pos = UnityWorldToClipPos(o.worldPos); UNITY_TRANSFER_SHADOW(o, o.uv); UNITY_TRANSFER_FOG(o, o.pos); return o; } #endif