It utilizes both the depth and normal-roughness textures to create outlines with more accuracy than I find in most implementations. I've also implemented some very basic anti-aliasing and experimented with controlling outlines per-material by using the roughness value.
#A Outline Shader
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Sampling roughness could be interesting for other uses but as a way to control strength of a screen space effect, works pretty nicely
Very neat. Will you put it on godotshaders?
I'll probably put it in a code repository since it requires setting up a fullscreen quad 
Sweet
is it possible to disable it for certain meshes?
See Roughness Affect option.
How do i use it a enabled it but it just seemed to make the outline smaller
Adjust roughness value in materials.
It is best thought of as a per-material outline alpha
Is there an alternative for Godot 3 ?
You would have to calculate the normals from the depth texture