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Shader "Custom/URP_BlackOutline"
{
    Properties
    {
        _BaseColor ("Base Color", Color) = (1,1,1,1)
        _OutlineColor ("Outline Color", Color) = (0,0,0,1)
        _OutlineWidth ("Outline Width", Float) = 0.03
    }

    SubShader
    {
        Tags
        {
            "RenderPipeline"="UniversalPipeline"
            "RenderType"="Opaque"
            "Queue"="Geometry"
        }

        Pass
        {
            Name "Outline"
            Tags { "LightMode"="SRPDefaultUnlit" }

            Cull Front
            ZWrite On
            ZTest LEqual

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            float4 _OutlineColor;
            float _OutlineWidth;

            struct Attributes
            {
                float4 positionOS : POSITION;
                float3 normalOS : NORMAL;
            };

            struct Varyings
            {
                float4 positionHCS : SV_POSITION;
            };

            Varyings vert(Attributes input)
            {
                Varyings output;

                float3 posOS = input.positionOS.xyz + normalize(input.normalOS) * _OutlineWidth;
                output.positionHCS = TransformObjectToHClip(posOS);

                return output;
            }

            half4 frag(Varyings input) : SV_Target
            {
                return _OutlineColor;
            }

            ENDHLSL
        }

        Pass
        {
            Name "Main"
            Tags { "LightMode"="UniversalForward" }

            Cull Back
            ZWrite On
            ZTest LEqual

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            float4 _BaseColor;

            struct Attributes
            {
                float4 positionOS : POSITION;
            };

            struct Varyings
            {
                float4 positionHCS : SV_POSITION;
            };

            Varyings vert(Attributes input)
            {
                Varyings output;
                output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
                return output;
            }

            half4 frag(Varyings input) : SV_Target
            {
                return _BaseColor;
            }

            ENDHLSL
        }
    }
}