Shader "Custom/RimColor" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _RimColor("Rim Color", Color) = (1,1,1,1) _RimRang("Rim Range",range(0,1)) = 0.1 } SubShader { Pass { Cull Front Tags { "Queue" = "Geometry-1" } CGPROGRAM #include "UnityCG.cginc" struct v2f { float4 vertex:POSITION; }; float4 _RimColor; float _RimRang; v2f vert(appdata_base v) { v2f o; fixed4 vertex = v.vertex; vertex.xyz+=v.normal.xyz*_RimRang; o.vertex = mul(UNITY_MATRIX_MVP,vertex); return o; } fixed4 frag (v2f IN):COLOR { return _RimColor; } #pragma vertex vert #pragma fragment frag ENDCG } Pass { CGPROGRAM #include "UnityCG.cginc" struct v2f { float4 vertex:POSITION; float2 uv:TEXCOORD0; }; sampler2D _MainTex; v2f vert(appdata_base v) { v2f o; o.uv = v.texcoord; o.vertex = mul(UNITY_MATRIX_MVP,v.vertex); return o; } fixed4 frag (v2f IN):COLOR { fixed4 c = tex2D(_MainTex, IN.uv); return c; } #pragma vertex vert #pragma fragment frag ENDCG } } FallBack "Diffuse" }