Shader "Hidden/Outline/Render" { SubShader { Cull Off ZWrite Off ZTest LEqual Lighting Off Pass { HLSLPROGRAM #pragma target 3.0 #pragma vertex Vertex #pragma fragment Fragment #include "UnityCG.cginc" sampler2D _MainTex; struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct VertexOutput { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; VertexOutput Vertex(VertexInput input) { VertexOutput output; output.vertex = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, input.vertex)); output.uv = input.uv; return output; } float4 Fragment(VertexOutput vertexOutput) : SV_TARGET { float4 color = tex2D(_MainTex, vertexOutput.uv); clip(color.a); return 1; } ENDHLSL } } }