Shader "Hidden/Outline/UnlitColor" { Properties{ [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("Z test", Int) = 8 } SubShader { Pass { ZTest [_ZTest] ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" float4 vert (float4 v : POSITION) : SV_Position { return UnityObjectToClipPos(v); } fixed4 frag (float4 i:SV_Position) : SV_Target { return 1; } ENDCG } } }