Unity Products:Amplify Shader Editor/Outline
The Outline node creates a separate pass which main purpose it to create an outline surrounding a certain object. This is similar to the current Outline option available over the Standard Output properties, but gives an immensely bigger degree of customization.
Looking to use an outline with the Universal Renderer? Check this video: Outline Pass
NOTE: Only compatible with the Surface shader type! This node can only be connected to the Local Vertex ports on the main Output node. Besides creating all the necessary data for the outline pass it also outputs 0 over its output. In order to make use of it but also have a Vertex sub-graph, simply use an Add node with both the Outline node and the sub-graph.
|Node Parameter||Description||Default Value|
|Type|| Specifies with type of vertex operation is done with the supplied data.
|Alpha Mode|| Specifies if outline pass will be opaque or have any type of alpha operation on it.
|Mask Clip Value||Alpha value to be compared with the current Opacity Mask one and determine if there'a clip.||0.5|
|Cull Mode|| Specify which outline geometry faces are to be culled.
|ZWrite Mode|| Specify if outline geometry is to write on the depth buffer.
|ZTest Mode|| Specify how should depth testing be performed.
|No Fog||Specify if outline geometry is to not be affected by fog.||On|
|Color||Specify the color of the outline geometry.||Float3|
|Width||Specify either the amount across the normal( Type: Vertex Offset ) or scale to apply ( Type: Vertex Scale ).||Float|
|Offset||Specify the amount of offset to be applied on Vertex Position. Only available on Type: Custom.||Float3|
|Opacity Mask||Specify the opacity mask value to be used on the clip operation. Only available on Alpha Mode: Masked.||Float|
|Alpha||Specify the alpha value for the outline geometry. Only available on Alpha Mode: Transparent and Alpha Mode: Alpha Premultiplied.||Float|