any unity project of sufficient age will eventually contain an outline shader.
@seandick literally one of the first shaders I wrote when learning ShaderLab
@pux0r3 ahh, memories
@seandick If only it were memories. Unity can't quit ShaderLab/commit to a new render pipeline
The fixed function bit is gone, although I don't know if that's actually good as it made it quite easily to quickly slap something together and HLSL it up later.
@pux0r3 yeah, sadly it has one of the more approachable setups for just messing around. Godot has a lot of it, but there's just a lot of tricks to re-figure-out
@seandick It's like they say, universal vertex attribute binding is one of the last great unsolved problems in computer graphics!