Need assistance in converting shader to work it in LightWeight SRP

Hello Guys! Im currently working on making outline and found shader that works great in core unity, but in lightweight main material turns pink and outline exists, but is invisible. Unfortunatly im total newbie in shader coding, so maybe some help in converting this shader to work in LWRP ?

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
    
    Shader "Outlined/Silhouetted Diffuse" {
        Properties {
            _Color ("Main Color", Color) = (.5,.5,.5,1)
            _OutlineColor ("Outline Color", Color) = (0,0,0,1)
            _Outline ("Outline width", Range (0.0, 0.1)) = .005
            _MainTex ("Base (RGB)", 2D) = "white" { }
        }
        SubShader {
            Tags { "Queue" = "Transparent" }
            Pass {
                Name "OUTLINE"
                Tags { "LightMode" = "Always" }
                Cull Off
                ZWrite Off
                ZTest Always
                ColorMask RGB // alpha not used
                // you can choose what kind of blending mode you want for the outline
                Blend SrcAlpha OneMinusSrcAlpha // Normal
                //Blend One One // Additive
                //Blend One OneMinusDstColor // Soft Additive
                //Blend DstColor Zero // Multiplicative
                //Blend DstColor SrcColor // 2x Multiplicative
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    
    #include "UnityCG.cginc"
    
            struct appdata {
                    float4 vertex : POSITION;
                    float3 normal : NORMAL;
                    float4 color : COLOR;
                };
    
                struct v2f {
                    float4 pos : POSITION;
                    float4 color : COLOR;
                };
    
                uniform float _Outline;
                uniform float4 _OutlineColor;
    
                v2f vert(appdata v) {
                    v2f o;
                    v.vertex.xyz += v.color * _Outline;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.color = _OutlineColor;
                    return o;
                }
    
                half4 frag(v2f i) :COLOR {
                    return i.color;
                }
                ENDCG
            }
            Pass {
                Name "BASE"
                ZWrite On
                ZTest LEqual
                Blend SrcAlpha OneMinusSrcAlpha
                Material {
                    Diffuse [_Color]
                    Ambient [_Color]
                }
                Lighting On
                SetTexture [_MainTex] {
                    ConstantColor [_Color]
                    Combine texture * constant
                }
                SetTexture [_MainTex] {
                    Combine previous * primary DOUBLE
                }
            }
        }
        SubShader {
            Tags { "Queue" = "Transparent" }
            Pass {
                Name "OUTLINE"
                Tags { "LightMode" = "Always" }
                Cull Front
                ZWrite Off
                ZTest Always
                ColorMask RGB
                // you can choose what kind of blending mode you want for the outline
                Blend SrcAlpha OneMinusSrcAlpha // Normal
                //Blend One One // Additive
                //Blend One OneMinusDstColor // Soft Additive
                //Blend DstColor Zero // Multiplicative
                //Blend DstColor SrcColor // 2x Multiplicative
                CGPROGRAM
                #pragma vertex vert
                #pragma exclude_renderers gles xbox360 ps3
                ENDCG
                SetTexture [_MainTex] { combine primary }
            }
            Pass {
                Name "BASE"
                ZWrite On
                ZTest LEqual
                Blend SrcAlpha OneMinusSrcAlpha
                Material {
                    Diffuse [_Color]
                    Ambient [_Color]
                }
                Lighting On
                SetTexture [_MainTex] {
                    ConstantColor [_Color]
                    Combine texture * constant
                }
                SetTexture [_MainTex] {
                    Combine previous * primary DOUBLE
                }
            }
        }
        Fallback "Diffuse"
    }

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Built-in and custom Lit Shaders do not work with the Lightweight Render Pipeline. Instead, LWRP has a new set of standard shaders. If you upgrade a current Project to LWRP, you can upgrade built-in shaders to the new ones.

https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Getting-started-with-LWRP