Overview
Add one component. Assign a profile. The object has an outline. That is the whole setup, and everything below is what happens once you want more than the default.
Your material is never touched. Keyline does not swap the shader on your renderer, does not require a particular one, and does not add a pass to it. The outline is drawn from a separate hull with its own material, so your objects keep whatever they had — Lit, Shader Graph, a third-party toon shader, a character carrying a stack of custom passes. Nothing has to be re-authored to become outlinable, and removing the component leaves the object exactly as it was.
It is a per-object effect, not a fullscreen one. You can outline a single enemy through a wall in orange while a pickup two metres away pulses green, and everything without the component stays untouched. That is the trade against a post-process edge detector, which sees the whole frame at once and gives every edge in it the same weight.
The part that is genuinely hard to write yourself is the hull. Flat leaves, single-sided cards and thin prongs turn into blades under a naive normal-based extrusion. Mixed mode decides per face whether to follow the surface normal or stay in the plane; Sheet Solidify gives a flat island enough thickness to hold a rim. The same component covers a static prop, a skinned character, a foliage card and a texture-cut decal — it picks the hull it can build from the mesh in front of it.
URP and HDRP live in the same package and are selected automatically by the pipeline tag. There is no renderer feature to add, no prepass to enable and no project setting the package insists on.
Key features
- Four independent passes per object — outer rim, X-Ray rim for when the object is hidden, interior fill, and X-Ray interior fill. Each carries its own complete profile.
- Ten outline styles, every one of them tunable: Solid, Neon, Halo, Sketch, Pattern, Double, Electric, Rainbow, Gradient, Frost.
- Hard-mesh handling — Mixed expand decides per face which rule applies, Sheet Solidify thickens flat islands enough to hold a rim.
- Cutout from material alpha: the outline follows the shape the texture defines, not the one the mesh has. Foliage cards, decals, sprites on quads.
- Merge groups draw several objects as one silhouette, explicitly or automatically, with no internal edges between them.
- Skinned meshes follow the animation without re-baking per frame — all four passes, on a rigged character.
- Width in world units or in constant screen pixels, whichever the shot needs.
- Thirteen drop-in components for hover, selection, damage, gauges, waves and reveal — plus an arbiter that stops them fighting over the same object.
- Instance override: profiles are shared by default, and an object forks its own private copy the moment it needs to differ.
- Full scripting API, documented section by section in the manual.
Outline styles
What's included
- Two custom shaders: Keyline/Outline (Full) and Keyline/Outline Light, each carrying a SubShader per render pipeline. No Shader Graph dependency.
- Fifteen entries under Add Component ▸ Keyline: the outline component, Merge Group, and thirteen in Runtime/Recipes/.
- Ten ready-made profile assets, one per style.
- 84 pattern textures (PNG, 256 × 256) for the Pattern style.
- A ten-chapter demo scene, built entirely from script and safe to delete.
- 31 demo models and 12 demo textures (Kenney, CC0).
- A 16-section HTML manual with 26 illustrations, plus a quick start — both offline, inside the package.
- README, License.txt and Third-Party Notices.txt at the package root.
Technical details
| Outline styles | 10 |
| Passes per object | 4 (rim, X-Ray rim, fill, X-Ray fill) |
| Profile parameters | 68 |
| Components | 15 (13 recipes + outline + merge group) |
| Shaders | 2 (Full + Light) + 1 shared .hlsl |
| Pattern textures | 84 · PNG · 256 × 256 |
| Demo | 1 scene, 10 chapters |
| Batching | 400 outlined objects → 7 SRP batches |
| Allocation | 0 bytes per frame from the outline runtime |
| Render pipelines | URP 17.x and HDRP 17.x — one package |
Requirements
- Unity 6000.3 or newer.
- Universal Render Pipeline 17.x or High Definition Render Pipeline 17.x — both ship in the same package and are selected automatically.
- The Built-in Render Pipeline is NOT supported.
- Tested on Windows (URP and HDRP), Android (Vulkan and OpenGLES3) and WebGL.
Tags
Version history
v1.0.0
- Initial release.
- Per-object outlines, highlights and X-Ray for URP and HDRP in a single package.
- Four passes per object, ten styles, hard-mesh handling, cutout from material alpha, merge groups, skinned mesh support.
- Thirteen drop-in components and a ten-chapter demo scene.
FAQ
Do I have to change my materials or shaders?
Does it work on flat meshes, foliage cards and thin geometry?
Does it support skinned and animated characters?
How expensive is it?
URP and HDRP — is that two packages?
Can I try it before buying?
Can I outline a group of objects as one shape?
What is the licence on the demo art?
Question about "Keyline"?
I'll help with setup and integration. Updates are free for buyers.
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