Colored Outline Shader (Linden Reid)
Linden Reid
Visit resource ↗Description
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts. It tints extruded outlines with albedo-tied color instead of flat ink, echoing 2D artists who vary line hue locally.
Reid extends her basic normal-extrusion pass: the outline vertex shader samples _MainTex with tex2Dlod, multiplies by _OutlineColor, and forwards color. Vertex sampling softens rims; fragment sampling keeps harsh texture on fine mesh detail.
For intermediate Unity Built-in pipeline authors who already built the prerequisite basic outline shader. Expect multi-pass HLSL and Material properties.
Free WordPress post with screenshots, inline code, and linked full shader (non-commercial open-source) with cel lighting, shadows, and a labeled outline pass.
Useful for toon-adjacent indie 3D; comments discuss shadow-tinted rims Reid only sketches in replies.
Related resources
- 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
100% match · <shaders><intermediate><blog><catalog><cyanilux><free><make><online> - Book (w/ Turnable Pages) Breakdown (Cyanilux)
Cyanilux breakdown of a URP spellbook with vertex-shader page turns, flipbook page textures, dual Lit Graphs, pooling C# driver, and optional Blender setup notes.
100% match · <shaders><intermediate><blog><catalog><cyanilux><free><models><online> - Cloud Shader Breakdown (Cyanilux)
Cyanilux Shader Graph tutorial for URP that builds animated cloud decks on a subdivided plane with layered world-space noise, vertex displacement, and depth-based fading at intersections.
100% match · <shaders><intermediate><blog><based><catalog><create><cyanilux><free> - Crystal Shader Breakdown (Cyanilux)
A Cyanilux Shader Graph walkthrough for Unity URP that builds an unlit transparent crystal with object-space Y colour gradients, camera opaque-texture refraction, Fresnel opacity, and HDR glow for bloom.
100% match · <shaders><intermediate><blog><based><catalog><color><cyanilux><free> - Custom Renderer Features (Cyanilux)
Long-form Cyanilux guide to URP ScriptableRendererFeature and ScriptableRenderPass code: example effects, RTHandle setup, blit paths, and Unity 6 Render Graph notes.
100% match · <shaders><blog><catalog><cyanilux><free><now><online><paywall> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
100% match · <shaders><blog><about><catalog><cyanilux><free><online><paywall> - Dissolve Shader Breakdown (Cyanilux)
URP Shader Graph breakdown by Cyanilux on dissolve effects: Step and noise clip fragments with glowing edges, height-axis variants, and view-space UVs to reduce seam artifacts.
100% match · <shaders><intermediate><blog><based><catalog><create><cyanilux><free> - Fire/Flame Shader Breakdown (Cyanilux)
Shader Graph breakdown of billboard fire on a quad: scrolling noise warps UVs for a flame texture or procedurally generated ellipse shapes, with per-instance randomization.
100% match · <shaders><intermediate><blog><catalog><common><cyanilux><free><online> - Slang: Bridging Graphics and Machine Learning
Slang: Bridging Graphics and Machine Learning is a recorded talk by Shannon Woods, presented at High-Performance Graphics (HPG). HPG talk by Shannon Woods (NVIDIA / Khronos…
100% match · <shaders><intermediate><free><matches><programmers><real><texture><time> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik. AMD GPUOpen…
100% match · <shaders><intermediate><blog><article><free><matches><programmers><related> - Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 is a technical blog article by Amar Patel. DirectX Developer Blog announcing Agility SDK…
100% match · <shaders><intermediate><blog><article><free><matches><model><programmers> - Push Constants and the Big Texture Array // Vulkan For Beginners #30
Push Constants and the Big Texture Array // Vulkan For Beginners #30 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial…
100% match · <access><already><basic><free><matches><programmers><shader><texture> - On Rendering the Sky, Sunsets, and Planets
On Rendering the Sky, Sunsets, and Planets is a technical blog article by Maxime Heckel. Maxime Heckel write-up on implementing atmospheric scattering in the browser for…
100% match · <shaders><intermediate><blog><article><based><free><matches><programmers> - Colored Shadow Penumbra
Colored Shadow Penumbra is a technical blog article by Oscar Sanz. Short Unreal Engine tech-art note on adding colored shadow penumbra by editing deferred lighting shaders for…
100% match · <shaders><intermediate><blog><article><artists><colored><free><matches> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman. DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
100% match · <shaders><blog><article><free><matches><model><programmers><shader> - Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview
Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview is a technical blog article by Amar Patel. DirectX Developer Blog announcement by Amar Patel of Shader Model 6.10…
100% match · <shaders><intermediate><blog><article><free><matches><model><programmers> - Shipping Neural Texture Compression in Assassin’s Creed Mirage
A Ubisoft technical article on shipping neural texture compression for PBR materials in Assassin's Creed Mirage to cut texture memory while keeping visual quality. It explains…
100% match · <shaders><blog><about><article><free><pipelines><related><shader> - How to Use Vulkan Debug Printf
A LunarG blog guide by Tony Barbour (updated February 2026) on using Vulkan Debug Printf to log values from shaders during development. It shows GL_EXT_debug_printf in GLSL,…
100% match · <shaders><intermediate><blog><article><basic><free><pixel><shader> - Standardizing HLSL
Standardizing HLSL is a February 2026 DirectX Developer Blog post by Chris Bieneman announcing Ecma Technical Committee 57 to standardize the High Level Shading Language. It…
100% match · <shaders><intermediate><blog><article><based><free><programmers><related> - Terrain Advanced Auto Material - Terrain Shaders - Episode 16
[video] Terrain Advanced Auto Material - Terrain Shaders - Episode 16 is a Ben Cloward YouTube tutorial that combines prior slope and altitude masks into a full terrain auto…
100% match · <shaders><intermediate><about><already><artists><free><technical><using>