Combining two Outline Shaders

I already asked in the forums, but I guess it wouldn’t hurt to ask here, too…

I have found two shaders, both of which have one of two properties I want…

The first one shows outlines inside the model, the second one shows outlines only as sillhouette, but it also shows the outline color behind objects…

alt text

Is it somehow possible to combine the two, making a shader that shows all outlines, but also shows behind objects?

Just for the record, I managed to cobble something together that works…more by accident than by knowing what I do…nevertheless, if someone is interested, here is the CG code:

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
			 }
		 }
		 
		 Pass {
			 Name "OUTLINE"
			 Tags { "LightMode" = "Always" }
			 Cull Front
			 ZWrite Off
			 ZTest LEqual
			 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 }
		 }
	 }
	 
	 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
			 }
		 }
		 
		 
		 Pass {
			 Name "OUTLINE"
			 Tags { "LightMode" = "Always" }
			 Cull Front
			 ZWrite Off
			 ZTest LEqual
			 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 }
		 }
	 }
	 
	 Fallback "Diffuse"
}