Adding Silhouette to Unity 5 Standard Shader

Hi,

I want to add a silhouette to my player when the player is hidden from camera behind something.
I noticed this shader where it does what I want.
http://wiki.unity3d.com/wiki/index.php?title=Silhouette-Outlined_Diffuse

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.

Any help is greatly appreciated.

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 meant the ‘standard’ unity 5 shader which can be found here.
http://forum.unity3d.com/threads/builtin-unity-shaders-source.2085/
I am not that experienced with shaders, so I am not sure how to combine both

Is there a way to switch between shaders if the pixel is occluded by another object or not?

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.