Unityshader object is occluded to display the outline

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Shader "Custom/FG" {
    
    

    Properties
    {
    
    
        _MainTex("Base (RGB)", 2D) = "white" {
    
    }
        _RimColor("RimColor",Color) = (0,1,1,1)
        _RimPower("Rim Power", Range(0.1,8.0)) = 1.0
    }
        SubShader
        {
    
    
            LOD 300
            Tags {
    
     "Queue" = "Geometry+500" "RenderType" = "Opaque" }
            Pass
            {
    
    
                Blend SrcAlpha One
                ZWrite off
                Lighting off
                ztest greater
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
                float4 _RimColor;
                float _RimPower;
                struct appdata_t {
    
    
                    float4 vertex : POSITION;
                    float2 texcoord : TEXCOORD0;
                    float4 color:COLOR;
                    float4 normal:NORMAL;
                };
                struct v2f {
    
    
                    float4  pos : SV_POSITION;
                    float4  color:COLOR;
                };
                v2f vert(appdata_t v)
                {
    
    
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
                    float rim = 1 - saturate(dot(viewDir,v.normal));
                    o.color = _RimColor * pow(rim,_RimPower);
                    return o;
                }
                float4 frag(v2f i) : COLOR
                {
    
    
                    return i.color;
                }
                ENDCG
            }
            pass
            {
    
    
                ZWrite on
                ZTest less
                CGPROGRAM
                #pragma vertex vert  
                #pragma fragment frag  
                sampler2D _MainTex;
                float4 _MainTex_ST;
                struct appdata {
    
    
                    float4 vertex : POSITION;
                    float2 texcoord : TEXCOORD0;
                };
                struct v2f {
    
    
                    float4 pos : POSITION;
                    float2 uv : TEXCOORD0;
                };
                v2f vert(appdata v)
                {
    
    
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.uv = v.texcoord;
                    return o;
                }
                float4 frag(v2f i) : COLOR
                {
    
    
                    float4 texCol = tex2D(_MainTex, i.uv);
                    return texCol;
                }
                ENDCG
            }
        }
            FallBack "Diffuse"
       
}

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Origin blog.csdn.net/qiao2037641855/article/details/123985992