#Using Rendering Layers in the Render Objects feature

1 messages · Page 1 of 1 (latest)

dense hound
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Is it possible to use Rendering Layers to select such objects?
I literally can't just switch all my objects to a new layer just for them to have an outline, that seems so wrong and it makes 0 sense.
For reference, this is the video I was following:
https://www.youtube.com/watch?v=FyEiPibJuRU

Adding a simple Outline effect in Unity in 60 seconds using a custom shader and a Render Object Feature in URP 👾🔲😎

#unitytips #unity3d #shorts

▶ Play video
ionic coral
dense hound
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I honestly have no clue how render features work tho nor do I have time to learn them at this moment, guess I'll have to find a workaround :/

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Thanks for confirming it's not possible atm tho, I appreciate it.

river osprey
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yeah it would be nice to use 'rendering layers' for their intended purpose instead of being tied to the damn physics layers

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probably better off just having an outline material and tossing that onto the selected mesh

dense hound
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however, unity doesn't support material stacking afaik, you can only assign different materials to different mesh faces, but that's as far as it goes :/

river osprey
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If you assign more materials than submeshes it'll draw again with the next material

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so yes, there is stacking in that sense

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Alternatively you can just make another mesh renderer child

dense hound
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oh, I actually never thought of that :/