Shader "Forset_URP/UI_Outline" { Properties { _OutlineColor ("Outline Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _OutlineWidth ("Outline Width", Range (.002, 0.03)) = .005 } SubShader { Tags { "Queue" = "Overlay" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } ZWrite Off ZTest Always Cull Front ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; float _OutlineWidth; v2f vert(appdata_t v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } half4 frag(v2f i) : SV_Target { half4 col = _OutlineColor; return col; } ENDCG } Pass { Name "BASE" Tags { "LightMode" = "Always" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } half4 frag(v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }