Shader "Outlined/Diffuse" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1) _Outline ("Outline width", Range (0, 1)) = .1 _MainTex ("Base (RGB)", 2D) = "white" { } } 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; v.vertex *= ( 1 + _Outline); o.pos = UnityObjectToClipPos(v.vertex); //float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal)); //float2 offset = TransformViewToProjection(norm.xy); o.color = _OutlineColor; return o; } ENDCG SubShader { //Tags {"Queue" = "Geometry+100" } CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG // note that a vertex shader is specified here but its using the one above Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite On ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha //Offset 50,50 CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } } SubShader { CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite On ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha SetTexture [_MainTex] { combine primary } } } Fallback "Diffuse" }