Shader "Outlined/Silhouette Only" { Properties{ _OutlineColor("Outline Color", Color) = (0,0,0,1) _Outline("Outline width", Range(0.0, 1.0)) = .005 } 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; o.pos = UnityObjectToClipPos(v.vertex); float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } ENDCG SubShader{ Tags { "Queue" = "Transparent" } Pass { Name "BASE" Cull Back Blend Zero One // uncomment this to hide inner details: //Offset -8, -8 SetTexture[_OutlineColor] { ConstantColor(0,0,0,0) Combine constant } } // note that a vertex shader is specified here but it's using the one above Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front // you can choose what kind of blending mode you want for the outline //Blend SrcAlpha OneMinusSrcAlpha // Normal //Blend One One // Additive Blend One OneMinusDstColor // Soft Additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x Multiplicative CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } } Fallback "Diffuse" }