I want to achieve a simple outline. you know: scale original object a bit and render it before the actual object. Standard stuff. But I want to do it by adding a normal (multiplied by a user defined factor ) to the mesh vertex position (pushing the vertex out in the normal direction), which should guarantee that the outline width will not depend on object size. unlike when you just scale vertex by a factor like 1.2 to make it a 20% bigger so the bigger objects have bigger outlines and in that case you have assume that the mesh origin is in the actual center. so my approach seems to be better, but it gives me the same frailty. the thick objects have thicker outline which i completely donât understand. whereâs the fault in my thinking?
v2f o;
float3 ver = v.vertex.xyz + v.normal.xyz * _OutlineWidth;
o.vertex = UnityObjectToClipPos(ver);


