Two passes. In the first pass:
In the second pass:
In this shader, we can control separately the thickness of the outer outline and the inner outline. It has three passes: First pass:
Second pass (inner outline):
Third pass (outer outline):
This is not an outline, but might be useful and it takes only one pass. You have to:
Also, this is not an outline, but looks quite good, takes one pass and might be useful depending on the art style you want for your game. A MatCap texture holds some sort of lighting settings, and one can sample that kind of texture using surface’s normals in view space to get a “similar” lighting. The steps are:
This was a quick post with outline info. I’m not having as much time as I would like to work on posts for the blog, so I guess I’ll be focusing more on code than writing posts. So, the next posts might follow this quick format.
All shaders are available at: https://github.com/teofilobd/BlogProject/tree/master/Assets/05%20-%20Outline
The robot was downloaded from Unity’s asset store: https://assetstore.unity.com/packages/3d/characters/robots/space-robot-kyle-4696
Unity’s Scriptable Render Pipeline represents a great advance on the way that unity deals with graphics, giving more power to the users to customize the pipeline the way they want....
Read MoreContinuing the posts of stuff that I should have posted last year but for some reason didn’t. Here, some (not deep) thoughts on Cook-Torrance and lookup textures.
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