shader_type spatial; render_mode unshaded, cull_front; uniform vec4 outline_color : source_color = vec4(0.1, 0.1, 0.15, 1.0); uniform float outline_width : hint_range(0.0, 0.1) = 0.03; void vertex() { // Inverted hull outline: push vertices along normals, render back faces only VERTEX += NORMAL * outline_width; } void fragment() { ALBEDO = outline_color.rgb; }