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Question by Mishnab · May 12, 2014 at 02:50 PM · shadernot workingoutline

Can't change the Outlinecolor of my silhouette shader.

Hello everyone I am relatively new to Shader coding and I needed a silhouette shader for a game I am actually working on. It is based on the silhouette shader found here Strangely enough, I can't change the color value of my _OutlineColor to blue(0,0,1,1), whatever I write in my color float4, it will always remain black (0,0,0,1). Here is my shader:

 Shader "Outlined/Silhouetted Bumped Diffuse" {
     Properties {
         _Color ("Main Color", Color) = (1,.5,1,1)
         _OutlineColor ("Outline Color", Color) = (0,0,1,1)
         _Outline ("Outline width", Range (0.0, 0.03)) = .005
         _MainTex ("Base (RGB)", 2D) = "red" { }
         _BumpMap ("Bumpmap", 2D) = "bump" {}
     }
  
 CGINCLUDE
 #include "UnityCG.cginc"
  
 struct appdata {
     float4 vertex : POSITION;
     float3 normal : NORMAL;
 };
  
 struct v2f {
     float4 pos : POSITION;
     float4 color : COLOR;
 };
  
 uniform float _Outline;
 uniform float4 _OutlineColor;
  
 v2f vert(appdata v) {
     
     v2f o;
     o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  
     float3 norm   = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
     float2 offset = TransformViewToProjection(norm.xy);
  
     o.pos.xy += offset * o.pos.z * _Outline * 5;
     o.color = _OutlineColor;
     return o;
 }
 ENDCG
  
     SubShader {
         Tags { "Queue" = "Transparent" }
  
     
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Off
             ZWrite Off
             ZTest Always
  
             Blend SrcAlpha OneMinusSrcAlpha // Normal
             
 CGPROGRAM
 #pragma vertex vert
 #pragma fragment frag
  
 half4 frag(v2f i) : COLOR {
     return i.color;
 }
 ENDCG
         }
  
  
 CGPROGRAM
 #pragma surface surf Lambert
 struct Input {
     float2 uv_MainTex;
     float2 uv_BumpMap;
 };
 sampler2D _MainTex;
 sampler2D _BumpMap;
 uniform float3 _Color;
 void surf(Input IN, inout SurfaceOutput o) {
     o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
     o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 }
 ENDCG
  
     }
   
     Fallback "Outlined/Silhouetted Diffuse"
 }

and here is the result in my scene: http://imgur.com/ajpEBjX

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