Shader "Hidden/OutlineShader" { Properties { _OutlineColor ("Outline Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" "Queue"="Transparent" } Pass { Name "Outline" Cull Off Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest Always HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _OutlineColor; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return _OutlineColor; } ENDHLSL } } }