But the problem is that my player is taking advantege of the unity 5 standard shader. So if I used that shader from Unity Community I will lose that advantage.
So can I have 2 materials for the same object, one to render the mesh, and the other to render the outline?
Then I can enable/disable the outline material depending if there is an obstacle.
The second shader on this page utilizes surface shaders, so all you would have to do is replace the Lambert lighting model with the Standard lighting model. (to see the standard lighting model, just create a new surface shader in Unity)
I’m not entirely sure, although what I said before is exactly what I mean. You can very easily implement the Unity 5 Standard shader into a surface shader. All you would have to do is add things like occlusion, normal mapping, etc. which I am perfectly happy to help out with. I just don’t quite have the time now.