Shader "Custom/OutlineUnlit" { Properties { _MainColor ("Main Color", Color) = (0.1, 0.3, 0.8, 0.3) _OutlineColor ("Outline Color", Color) = (0.2, 0.5, 1, 1) _OutlineWidth ("Outline Width", Range(0, 0.3)) = 0.08 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off // Pass 1: 膨胀描边 Pass { Name "OUTLINE" Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float _OutlineWidth; float4 _OutlineColor; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert(appdata v) { v2f o; float3 n = normalize(v.normal); v.vertex.xyz += n * _OutlineWidth; o.pos = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { return _OutlineColor; } ENDCG } // Pass 2: 内芯填充 Pass { Name "FILL" Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _MainColor; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { return _MainColor; } ENDCG } } }