Shader "Custom/FrontObject" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _SilhouetteColor ("silhouette Color", Color) = (0,1,0,1) } SubShader { Tags { "Queue"="Transparent-1" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting On ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha Cull Off Pass { Stencil { Ref 1 Comp NotEqual } ColorMaterial AmbientAndDiffuse SetTexture [_MainTex] { constantColor [_Color] combine texture * constant } } Pass { Stencil { Ref 1 Comp Equal } Blend SrcAlpha OneMinusSrcAlpha 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; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _SilhouetteColor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 basic = tex2D(_MainTex, i.uv); if(basic.a==0){ discard; } return _SilhouetteColor.rgba; } ENDCG } } }