Using the outline node generate a subshader for the outline that ignore the alpha value passed in argument. It not a problem for most games but since Mixed Reality games uses the alpha value of opaque materials to blend between the game and the real world we end up with outlines displaying the real world instead of being black like we want. When the mixed reality mode is disabled the outlines are black and opaque as intended.
Exemple of a simple graph with the issue :
Changing the alpha on the outline color doesn't fix the issue as this alpha value is ignored in the generated subshader :
This single line of code added manually to force the alpha value in the generated subshader fixes the issue :
Using the outline node generate a subshader for the outline that ignore the alpha value passed in argument. It not a problem for most games but since Mixed Reality games uses the alpha value of opaque materials to blend between the game and the real world we end up with outlines displaying the real world instead of being black like we want. When the mixed reality mode is disabled the outlines are black and opaque as intended.
Exemple of a simple graph with the issue :
Changing the alpha on the outline color doesn't fix the issue as this alpha value is ignored in the generated subshader :
This single line of code added manually to force the alpha value in the generated subshader fixes the issue :