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mul(UNITY_MATRIX_MVP, 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 its 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 + 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