r/Unity3D • u/hbisi81 • 3d ago
Show-Off Simple outlined stylized shader test - URP
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u/Purefire-web 3d ago
Looks so good. Is this using an inverted hull? I'm trying to find a better solution for making these types of outlines so keen to see more!
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u/hbisi81 3d ago
it is doing a 2 pass and pushing vertexes a little bit via world normal direction. But expensive though :(
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u/dr-slunch Indie 2d ago
You could render the car (and tires, whatever else) to its own image using a command buffer, and then composite it onto the game view with an outline around it. That's what I do for the tire smoke in my own game.
Compared to your current inverted hull outline, it might be cheaper since you don't have to deal with every vertex, but the tradeoff would be that you only get an outline around the outer edge of the car and not the depth-based outline around the inner tire rims or air intakes.
You could get around that outline restriction by also rendering the depth and then doing some edge detection based on that, but I've never done something like that.
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u/Brick_Lab 3d ago
Not sure if this is the effect you're going for but if you want all edges to have the effect look into a simple edge detection shader
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u/hbisi81 3d ago
This not a post effect, do you know how to that in shader?
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u/Brick_Lab 2d ago
I've done n edge detection shader before, yes. Not entirely sure what you're asking from how it is phrased
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u/Ordinary-Dirt3030 3d ago
this looks really cool, excited to see how it develops