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Shader "Unlit/Outline Pass1" {
Properties{
_Color("Color", Color) = (1,1,1,1)
}
CGINCLUDE
#include "UnityCG.cginc"
float4 _Color;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 vertex : SV_POSITION;
};
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
return _Color;
}
ENDCG
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
Pass {
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}