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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.

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.

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.