Shader "Custom/outline" { Properties { _OutlineWidth("Outline Width",Float) = 7.0 _OutlineZbias("Outline Zbias",Float) = -10 _OutlineColor("Outline Color",Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "AutoLight.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float3 normal : NORMAL; float4 color : COLOR; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 vertex_color : TEXCOORD3; }; float _OutlineWidth; float _OutlineZbias; float4 _OutlineColor; v2f vert(appdata v) { v2f o; float3 pos_view = UnityObjectToViewPos(v.vertex); float3 normal_world = UnityObjectToWorldNormal(v.normal); float3 outline_dir = normalize(mul((float3x3)UNITY_MATRIX_V, normal_world)); outline_dir.z = _OutlineZbias * (1.0 - v.color.b); pos_view += outline_dir * _OutlineWidth * 0.001 * v.color.a; o.pos = mul(UNITY_MATRIX_P, float4(pos_view, 1.0)); o.uv = v.texcoord0; o.vertex_color = v.color; return o; } half4 frag(v2f i) : SV_Target { half3 outlineColor = _OutlineColor.xyz; return float4(outlineColor, 1.0); } ENDCG } } FallBack "Diffuse" }