Shader "Toon/Basic Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1) _Outline ("Outline width", Range (.002, 0.03)) = .005 _MainTex ("Base (RGB)", 2D) = "white" { } _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; UNITY_FOG_COORDS(0) fixed4 color : COLOR; }; uniform float _Outline; uniform float4 _OutlineColor; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal)); float2 offset = TransformViewToProjection(norm.xy); #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5) o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Outline; #else o.pos.xy += offset * o.pos.z * _Outline; #endif o.color = _OutlineColor; UNITY_TRANSFER_FOG(o,o.pos); return o; } ENDCG SubShader { Tags { "RenderType"="Opaque" } UsePass "Toon/Basic/BASE" Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite On ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog fixed4 frag(v2f i) : SV_Target { UNITY_APPLY_FOG(i.fogCoord, i.color); return i.color; } ENDCG } } Fallback "Toon/Basic" }