Outline Zero
Outlines for URP that do not re-render your meshes.
Most outline packages draw every outlined object a second time, at full cost. This one does not, so outlining forty objects costs about what outlining one costs. On a Galaxy S20 FE (the same GPU as a Quest 2) at 1080p with MSAA 4x, the outline adds 1.75 ms per frame with one layer, and 2.62 ms with all four, in a busy scene. Those numbers, and how they were measured, are in the Performance Guide.
| Quickstart | Three steps to your first outline. |
| Rendering Modes | Performance or Compatibility, and how to choose. |
| Layers | Four outline styles, which one wins when they overlap, and outlining through walls. |
| Pro Mode | For shader authors: outline an object with no extra draw at all. |
| Performance Guide | What it costs, on real devices, and what makes it cost more. |
| Troubleshooting | Start here if no outline appeared. |
| API Reference | Everything you can call from a script. |
What it does not do
Section titled “What it does not do”Better to know now:
- URP only. Not the Built-in render pipeline, not HDRP, not the 2D renderer.
- Four outline layers, and that is a fixed limit.
- Transparent objects cannot be outlined. The outline is drawn on top of them instead, which is usually what you want for a selection highlight.
- Outlines come from your main camera. Camera stacks work, but an object only a UI or overlay camera can see is not outlined.
- Objects drawn by Entities Graphics or the GPU Resident Drawer cannot be outlined automatically. Pro Mode handles them.
- VR: single-pass instanced is supported and tested. Multiview builds, but has not been checked on a real headset yet.
Samples
Section titled “Samples”Three, from the Package Manager: Selection & Hover, Many Units Stress and Layers Showcase. Each one is a scene, its scripts and its art. None of them ship render pipeline settings, so importing a sample cannot change how the rest of your project looks.