Unity 5.2.0 Outlined/Silhouetted Diffuse Shader problem

Hi all, I have a problem with Outlined/Silhouetted Diffuse shader in unity 5.2.0.
The material outline color is OK(White) and I can change the color.
But I can’t change the black color in material. What is problem?
I tried add a texture but no result.
Please see the attached shader code and picture.

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, 0.03)) = .005
		_MainTex ("Base (RGB)", 2D) = "white" { }
	}
 
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
			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
 
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"
}

Couldn’t get the outline working in the above answer. So I took just the surface bits into the original and seems to do the job.

Shader "Outlined/Silhouetted Diffuse Texture" {
	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" { }
	}
 
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
			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
			
			half4 frag(v2f i) :COLOR {
				return i.color;
			}
			ENDCG
		}
 
		CGPROGRAM
          #pragma surface surf Lambert
  
          sampler2D _MainTex;
          fixed4 _Color;
  
          struct Input {
              float2 uv_MainTex;
          };
  
          void surf (Input IN, inout SurfaceOutput o) {
              fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
              o.Albedo = c.rgb;
              o.Alpha = c.a;
          }
        ENDCG
	}
 
	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 }
		}
 
		CGPROGRAM
          #pragma surface surf Lambert
  
          sampler2D _MainTex;
          fixed4 _Color;
  
          struct Input {
              float2 uv_MainTex;
          };
  
          void surf (Input IN, inout SurfaceOutput o) {
              fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
              o.Albedo = c.rgb;
              o.Alpha = c.a;
          }
          ENDCG
	}
 
	Fallback "Diffuse"
}

Use this shader program :

Shader "Custom/ImageEffectShader"
{
     Properties {
         _Color ("Main Color", Color) = (.5,.5,.5,1)
         _OutlineColor ("Outline Color", Color) = (0,0,0,1)
         _Outline ("Outline width", Range (.002, 0.03)) = .005
         _MainTex ("Base (RGB)", 2D) = "white" { }
     }
 
     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 = normalize(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" = "Geometry+100" }
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
         fixed4 _Color;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
 
         // note that a vertex shader is specified here but its using the one above
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Front
             ZWrite On
             ColorMask RGB
             Blend SrcAlpha OneMinusSrcAlpha
             //Offset 50,50
 
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             half4 frag(v2f i) :COLOR { return i.color; }
             ENDCG
         }
     }
 
     SubShader {
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
         fixed4 _Color;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
 
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Front
             ZWrite On
             ColorMask RGB
             Blend SrcAlpha OneMinusSrcAlpha
 
             CGPROGRAM
             #pragma vertex vert
             #pragma exclude_renderers gles xbox360 ps3
             ENDCG
             SetTexture [_MainTex] { combine primary }
         }
     }
 
     Fallback "Diffuse"
 }