 
                 // Looking for a transparent pixel (sprite border from inside) around computed fragment with given depth (_OutlineSize).
                 // Also checking if sampled fragment is out of the texture space (UV is out of 0-1 range); considering such fragment as sprite border.
-                for (int i = 1; i <= 10; i++)
+                for (int i = 1; i <= SAMPLE_DEPTH_LIMIT; i++)
                 {
                     float2 pixelUpTexCoord = texCoord + float2(0, i * _MainTex_TexelSize.y);
                     fixed pixelUpAlpha = pixelUpTexCoord.y > 1.0 ? 0.0 : tex2D(_MainTex, pixelUpTexCoord).a;

            #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
            #pragma multi_compile _ SPRITE_OUTLINE_OUTSIDE

            #ifdef UNITY_INSTANCING_ENABLED
            UNITY_INSTANCING_CBUFFER_START(PerDrawSprite)
            fixed4 unity_SpriteRendererColorArray[UNITY_INSTANCED_ARRAY_SIZE];

                if (sampledColor.a > alphaThreshold) return 0;

                // Looking for an opaque pixel (sprite border from outise) around computed fragment with given depth (_OutlineSize).
                for (int i = 1; i <= SAMPLE_DEPTH_LIMIT; i++)
                {
                    float2 pixelUpTexCoord = texCoord + float2(0, i * _MainTex_TexelSize.y);
                    fixed pixelUpAlpha = tex2D(_MainTex, pixelUpTexCoord).a;
