Shader "Custom/TransparentOutline" { Properties { _MainColor ("Main Color", Color) = (1,1,1,0.5) _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Width", Range(0.001, 0.1)) = 0.02 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 // First Pass: Render the Outline Behind the Mesh Pass { Name "Outline" Cull Front ZWrite Off Blend SrcAlpha OneMinusSrcAlpha HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct appdata_t { float4 positionOS : POSITION; float3 normalOS : NORMAL; }; struct v2f { float4 positionCS : SV_POSITION; }; float _OutlineWidth; float4 _OutlineColor; v2f vert(appdata_t v) { v2f o; float3 normalWS = TransformObjectToWorldNormal(v.normalOS); float3 positionWS = TransformObjectToWorld(v.positionOS.xyz); positionWS += normalWS * _OutlineWidth; o.positionCS = TransformWorldToHClip(positionWS); return o; } half4 frag(v2f i) : SV_Target { return _OutlineColor; } ENDHLSL } // Second Pass: Render the Transparent Mesh on Top Pass { Name "Main" Cull Back ZWrite Off Blend SrcAlpha OneMinusSrcAlpha HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct appdata_t { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; }; float4 _MainColor; v2f vert(appdata_t v) { v2f o; o.positionCS = TransformObjectToHClip(v.positionOS); o.uv = v.uv; return o; } half4 frag(v2f i) : SV_Target { return _MainColor; } ENDHLSL } } }