// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/ScreenSpaceOutlineShader" { Properties { _MainTex("Texture", 2D) = "white" {} _BlurTex("BlurTexture", 2D) = "white" {} _OutlineCol("OutlineColour", Color) = (0.0,0.0,1.0,1.0) [Toggle] _Solid("Solid Outline", Float) = 0 _GradientStrengthModifier("Strength Modifier", Float) = 1.0 } SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); if (col.r == 1.0 && col.g == 0.0 && col.b == 1.0) { //col = (1.0, 0.0, 0.0, 1.0); } else { col.r = 0.0; col.g = 0.0; col.b = 1.0; } return col; } ENDCG } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; sampler2D _BlurTex; float _Solid; fixed4 _OutlineCol; float _GradientStrengthModifier; fixed4 frag(v2f i) : SV_Target { fixed4 col; fixed4 blurCol = tex2D(_BlurTex, i.uv); fixed4 unBlurCol = tex2D(_MainTex, i.uv); col = _OutlineCol; if (_Solid) { if (blurCol.r == 1.0) { col.a = 0.0; } } else { col.a *= 1.0 - blurCol.r; } col.a *= _GradientStrengthModifier; if (unBlurCol.r == 0.0 && unBlurCol.g == 0.0 && unBlurCol.b == 1.0) { col.a = 0.0; } return col; } ENDCG } } }