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Answer by Aestial

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Hello, I found a better solution with this approach (Pro only, uses Image Effects): http://www.isotx.com/selection-outlines/ However, the scale approach works only if the origin of the geometry is in the same point as its centroid. Perfect for a cube, and you only have to take out from the common toon/outline shader this line: o.pos.xy += offset * o.pos.z * _Outline; And add the following: v.vertex.xyz *= (1 + _Outline); just before this multiplication in the code nearby: o.pos = mul(UNITY_MATRIX_MVP, v.vertex); Hope it helps! :)

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