Shader "World Political Map/Unlit Outline Thick" { Properties { _Color ("Color", Color) = (1,1,1,1) _Thickness ("Thickness", Float) = 0.05 } SubShader { Tags { "Queue"="Geometry-6" "RenderType"="Opaque" } ZWrite [_ZWrite] Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; float _Thickness; float4x4 _CustomObjectToWorld; struct AppData { float4 vertex : POSITION; float4 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 ComputePos(float4 v) { float4 vertex = UnityObjectToClipPos(v); return vertex; } v2f vert(AppData v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 p0 = ComputePos(v.vertex); // support for dynamic batching if (dot(v.vertex.xyz, v.vertex.xyz) > 0.7 * 0.7) { v.uv.xyz = mul(_CustomObjectToWorld, float4(v.uv.xyz, 1.0)); } float4 p1 = ComputePos(v.uv); float4 ab = p1 - p0; float4 normal = float4(-ab.y, ab.x, 0, 0); normal.xy = normalize(normal.xy) * _Thickness; float aspect = _ScreenParams.x / _ScreenParams.y; normal.y *= aspect; o.pos = p0 + normal * v.uv.w - normal.yxww * float4(0.5,-0.5,0,0); return o; } fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return _Color; } ENDCG } } }