Unity 6 URP Outlines: Render Graph and Fixing Corner Artifacts
In Unity 6 with URP 17+, post-effects need a complete overhaul for Render Graph. The Execute method is deprecated, fullscreenMesh is replaced by Blitter. Traditional outline effects via ScriptableRendererFeature break due to render architecture changes.
The standard two-pass approach: create a silhouette mask of objects in white, then full-screen edge detection to draw the outline. We fix key issues:
- Gaps at sharp model corners.
- Outline thickness changing with screen resolution.
Silhouette Mask Shader
The first pass generates a texture with white fill for target objects. No lighting, shadows, or textures—just geometry.
Create Silhouette.shader:
Shader "Hidden/OutlineSilhouette"
{
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass
{
ZWrite On
ZTest LEqual
Cull Back
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes {
float4 positionOS : POSITION;
};
struct Varyings {
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input) {
Varyings output;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 Frag(Varyings input) : SV_Target {
return half4(1, 1, 1, 1);
}
ENDHLSL
}
}
}
Outline Shader: Dilation and Resolution Independence
The second pass analyzes the mask. Checking just 4 neighbors causes breaks at corners. We use dilation: sample 8 neighbors (4 cardinal + 4 diagonal), expand the mask, and subtract the original.
Thickness is tied to a reference resolution (1080p). It scales via scaleFactor = _ScreenParams.y / 1080.
HardOutline.shader:
Shader "Custom/HardOutline"
{
Properties
{
_OutlineColor ("Outline Color", Color) = (1, 0, 0, 1)
_Thickness ("Outline Thickness", Range(1, 10)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off ZTest Always Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
TEXTURE2D_X(_OutlineRenderTexture);
SAMPLER(sampler_OutlineRenderTexture);
float4 _OutlineColor;
float _Thickness;
half4 Frag(Varyings input) : SV_Target {
float2 uv = input.texcoord;
half centerAlpha = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv).a;
float2 texelSize = float2(1.0 / _ScreenParams.x, 1.0 / _ScreenParams.y);
float referenceHeight = 1080.0;
float scaleFactor = _ScreenParams.y / referenceHeight;
float scaledThickness = _Thickness * scaleFactor;
float2 offset = texelSize * scaledThickness;
half up = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(0, offset.y)).a;
half down = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(0, -offset.y)).a;
half left = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(-offset.x, 0)).a;
half right = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(offset.x, 0)).a;
half topLeft = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(-offset.x, offset.y)).a;
half topRight = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(offset.x, offset.y)).a;
half bottomLeft = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(-offset.x, -offset.y)).a;
half bottomRight = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(offset.x, -offset.y)).a;
half maxNeighbors = max(max(up, down), max(left, right));
half maxDiagonals = max(max(topLeft, topRight), max(bottomLeft, bottomRight));
half dilated = max(centerAlpha, max(maxNeighbors, maxDiagonals));
half edge = saturate(dilated - centerAlpha);
return half4(_OutlineColor.rgb, edge * _OutlineColor.a);
}
ENDHLSL
}
}
}
Render Graph Integration: C# Implementation
OutlineFeature uses RecordRenderGraph. TextureDesc replaces GetTemporaryRT, Blitter.BlitTexture handles full-screen rendering.
Key changes:
CreateTexture(texDesc)for_OutlineRenderTexture.AddRasterRenderPass<PassData>withSetRenderAttachment.CreateRendererListforLayerMaskfiltering.SetGlobalTextureAfterPassto pass to the shader.
Full OutlineFeature.cs script:
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Experimental.Rendering;
public class OutlineFeature : ScriptableRendererFeature
{
[Serializable]
public class OutlineSettings
{
public LayerMask LayerMask;
public Material SilhouetteMaterial;
public Material OutlineMaterial;
}
public OutlineSettings settings = new OutlineSettings();
class RenderSilhouettePass : ScriptableRenderPass
{
private Material silhouetteMaterial;
private FilteringSettings filteringSettings;
private static readonly int SilhouetteTextureID = Shader.PropertyToID("_OutlineRenderTexture");
public RenderSilhouettePass(LayerMask layerMask, Material mat)
{
silhouetteMaterial = mat;
filteringSettings = new FilteringSettings(RenderQueueRange.opaque, layerMask);
}
private class PassData
{
public RendererListHandle rendererList;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
if (silhouetteMaterial == null) return;
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
TextureDesc texDesc = new TextureDesc(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height)
{
colorFormat = GraphicsFormat.R8G8B8A8_UNorm,
clearBuffer = true,
clearColor = Color.clear,
name = "_OutlineRenderTexture"
};
TextureHandle silhouetteTexture = renderGraph.CreateTexture(texDesc);
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Render Silhouette", out var passData))
{
var sortingCriteria = cameraData.defaultOpaqueSortFlags;
var drawingSettings = CreateDrawingSettings(new ShaderTagId("UniversalForward"), renderingData, cameraData, lightData, sortingCriteria);
drawingSettings.overrideMaterial = silhouetteMaterial;
RendererListParams listParams = new RendererListParams(renderingData.cullResults, drawingSettings, filteringSettings);
passData.rendererList = renderGraph.CreateRendererList(listParams);
builder.UseRendererList(passData.rendererList);
builder.SetRenderAttachment(silhouetteTexture, 0, AccessFlags.Write);
builder.AllowPassCulling(false);
builder.SetGlobalTextureAfterPass(silhouetteTexture, SilhouetteTextureID);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
context.cmd.DrawRendererList(data.rendererList);
});
}
}
}
class DrawOutlinePass : ScriptableRenderPass
{
private Material outlineMaterial;
public DrawOutlinePass(Material mat)
{
outlineMaterial = mat;
requiresIntermediateTexture = true;
}
private class PassData
{
public Material material;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
if (outlineMaterial == null) return;
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
TextureHandle activeColorTexture = resourceData.activeColorTexture;
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Draw Outline", out var passData))
{
passData.material = outlineMaterial;
builder.SetRenderAttachment(activeColorTexture, 0);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
Blitter.BlitTexture(context.cmd, new Vector2(1, 1), data.material, 0);
});
}
}
}
private RenderSilhouettePass silhouettePass;
private DrawOutlinePass outlinePass;
public override void Create()
{
silhouettePass = new RenderSilhouettePass(settings.LayerMask, settings.SilhouetteMaterial)
{
renderPassEvent = RenderPassEvent.AfterRenderingOpaques
};
outlinePass = new DrawOutlinePass(settings.OutlineMaterial)
{
renderPassEvent = RenderPassEvent.AfterRenderingSkybox
};
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (settings.SilhouetteMaterial != null && settings.OutlineMaterial != null)
{
renderer.EnqueuePass(silhouettePass);
renderer.EnqueuePass(outlinePass);
}
}
}
Editor Setup
- Add
OutlineFeatureto your URP Renderer Data. - Assign
SilhouetteMaterialandOutlineMaterial. - Set
LayerMaskfor objects to outline. - Adjust
_Thicknessand_OutlineColorin theHardOutlinematerial inspector.
Key Takeaways
- Dilation fixes corner gaps: 8 neighbors instead of 4 ensure smooth edges on sharp corners.
- Resolution independence: Consistent outline thickness via 1080p reference scaling.
- Render Graph optimization: Automatic memory management with
TextureDescover RT handles. - Performance: Two passes, no blur—great for mobile and 4K.
- Compatibility: URP 17+, Unity 6 only.
— Editorial Team
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