//Taken and modified from github.com/Shrimpey/Outlined-Diffuse-Shader-Fixed/blob/master/CustomOutline.shader Shader "Custom/Outline" { Properties { _OutlineColor ("Outline Color", Color) = (1,.5,0,1) _Outline ("Outline width", Range (0, 1)) = .1 } 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); o.color = _OutlineColor; return o; } ENDCG SubShader { Tags { "DisableBatching" = "True" } Pass { Name "OUTLINE" Tags {"LightMode" = "UniversalForward" } Cull Front ZWrite On ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } } Fallback "Diffuse" }