// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Outlined/Silhouette Only" { Properties { _OutlineColor("Outline Color", Color) = (0,0,0,1) _Outline("Outline width", Range(0.0, 1)) = .5 } 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) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); float3 norm = normalize(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 OFF ZTEST ALWAYS ZWRITE OFF Blend ONE ONE Stencil { REF 2 COMP ALWAYS PASS REPLACE ZFAIL REPLACE } CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return half4(0,0,0,0); } ENDCG } Pass { Name "INNER" CULL OFF ZTEST ALWAYS ZWRITE OFF Blend One One Stencil { REF 1 COMP ALWAYS PASS REPLACE ZFAIL REPLACE } CGPROGRAM #pragma vertex vert2 #pragma fragment frag v2f vert2(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.color = _OutlineColor; return o; } half4 frag(v2f i) :COLOR { return half4(0,0,0,0); } ENDCG } Pass { Name "OUTLINE" CULL OFF ZTEST ALWAYS ZWRITE OFF BLEND ONE ONEMINUSDSTCOLOR Stencil { REF 2 COMP EQUAL PASS REPLACE ZFAIL REPLACE } CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } } Fallback "Diffuse" }