Strumpy Editor toon outline

Does anyone know how to recreate the outline effect from the standard unity toon shader in the strumpy editor? I can get close to the effect by playing with a fresnel node, but I want to make sure that I have a consistent, crisp edge around the outside of my mesh. Thanks.

Try this , i finnaly found it a few days ago :wink: ( create a new shader and copy this code ) then apply the shader to your mesh

Shader "Outlined/Silhouetted Bumped Diffuse" {
	Properties {
		_Color ("Main Color", Color) = (.5,.5,.5,1)
		_OutlineColor ("Outline Color", Color) = (0,0,0,1)
		_Outline ("Outline width", Range (0.0, 0.03)) = .005
		_MainTex ("Base (RGB)", 2D) = "white" { }
		_BumpMap ("Bumpmap", 2D) = "bump" {}
	}
	
CGINCLUDE
#include "UnityCG.cginc"

struct appdata {
	float4 vertex : POSITION;
	float3 normal : NORMAL;
};

struct v2f {
	float4 pos : POSITION;
	float4 color : COLOR;
};

uniform float _Outline;
uniform float4 _OutlineColor;

v2f vert(appdata v) {
	// just make a copy of incoming vertex data but scaled according to normal direction
	v2f o;
	o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

	float3 norm   = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
	float2 offset = TransformViewToProjection(norm.xy);

	o.pos.xy += offset * o.pos.z * _Outline;
	o.color = _OutlineColor;
	return o;
}
ENDCG

	SubShader {
		Tags { "Queue" = "Transparent" }

		// note that a vertex shader is specified here but its using the one above
		Pass {
			Name "OUTLINE"
			Tags { "LightMode" = "Always" }
			Cull Off
			ZWrite Off


			// 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

half4 frag(v2f i) : COLOR {
	return i.color;
}
ENDCG
		}


CGPROGRAM
#pragma surface surf Lambert
struct Input {
	float2 uv_MainTex;
	float2 uv_BumpMap;
};
sampler2D _MainTex;
sampler2D _BumpMap;
uniform float3 _Color;
void surf(Input IN, inout SurfaceOutput o) {
	o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
	o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG

	}
	
	SubShader {
		Tags { "Queue" = "Transparent" }

		Pass {
			Name "OUTLINE"
			Tags { "LightMode" = "Always" }
			Cull Front
			ZWrite Off

			Offset 15,15

			// 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 }
		}

CGPROGRAM
#pragma surface surf Lambert
struct Input {
	float2 uv_MainTex;
	float2 uv_BumpMap;
};
sampler2D _MainTex;
sampler2D _BumpMap;
uniform float3 _Color;
void surf(Input IN, inout SurfaceOutput o) {
	o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _Color;
	o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG

	}

	Fallback "Outlined/Silhouetted Diffuse"
}