Shader "URP_Test/PostOutline_1" { Properties { _PureColor ("PureColor", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" } Cull Off ZWrite Off ZTest Off Pass { Name "DrawPureColor" Tags { "LightMode" = "Outline" } Cull Front ZTest Off ZWrite Off // 纯色 HLSLPROGRAM #pragma vertex VERT #pragma fragment FRAG #pragma target 2.0 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) float4 _PureColor; CBUFFER_END struct a2v { float4 positionOS : POSITION; float2 uv0 : TEXCOORD; }; struct v2f { float4 positionCS : SV_POSITION; float4 texcoord0 : TEXCOORD0; }; v2f VERT(a2v i) { v2f o; o.positionCS = TransformObjectToHClip(i.positionOS.xyz); o.texcoord0 = float4(0,0,0,0); return o; } half4 FRAG(v2f i):SV_TARGET { return half4(_PureColor.xyz, 1); } ENDHLSL } } }