pass{
Tags{"LightMode"="Always"}
Cull Front
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Outline;
struct v2f {
float4 pos:SV_POSITION;
};
v2f vert (appdata_full v) {
v2f o;
float3 dir=normalize(v.vertex.xyz);
float3 dir2=v.normal;
float D=dot(dir,dir2);
dir=dir*sign(D);
v.vertex.xyz+=dir*_Outline;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
return o;
}
float4 frag(v2f i):COLOR
{
float4 c = float4(0,0,0,1);
return c;
}
ENDCG
}