Silloutte shader

Hi i’m a bit into scripting but totaly new to shaders.

Is the following effect even possible:
to get a flat texture on a model, the effect would be like a cut out silouette.
In 3dsmax thats not a problem. I just set uvw projection to the viewport z axis and turn up self illumination.

I dont know how that is possible in unity or if there is a completely different approach?

The easiest way I can think of doing it is with TexGen EyeLinear, though that still respects the object’s surface somewhat (Though it may still be what your looking for)

Shader "ScreenCutout" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {TexGen EyeLinear}
	}
	SubShader {
		Pass {
			SetTexture[_MainTex] {}
		}
	} 
}

Alternatively, you could take the post-projection position

Shader "ScreenCutout" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Pass {
			CGPROGRAM 
			#pragma vertex vert
			#include "UnityCG.cginc"
			
			struct v2f {
				float4 pos : POSITION;
				float2 uv : TEXCOORD;
			};
			
			v2f vert (appdata_base v) {
				v2f o;
  				o.pos = mul( glstate.matrix.mvp, v.vertex );
  				o.uv = o.pos.xy;
				return o;
			}
			
			ENDCG
			SetTexture[_MainTex] {}
		}
	} 
}

COOL THANKS!

This is what i was looking for, might be useful for canouflage. I gues ihave to put another model inside to get shadows.