shader_type spatial; render_mode cull_front, unshaded; // Inverted-hull outline. Assign as material_overlay on a GeometryInstance3D: // the mesh renders a second time, grown along its normals with front faces // culled, leaving a colored shell visible only at the silhouette. uniform vec4 outline_color : source_color = vec4(0.06, 0.05, 0.09, 1.0); uniform float outline_width : hint_range(0.0, 0.1) = 0.02; void vertex() { VERTEX += NORMAL * outline_width; } void fragment() { ALBEDO = outline_color.rgb; }