hello, ive been wanting to make an outline shader graph with the help of tutorials on youtube. one of the things i cant seem to find info for is making the outline per model. what i mean by this is for example: have a sphere have an outline and have a smaller phere under it while the big spheres outline stays there and doesnt get cut off by another model. sorry if this isnt the most clear but ive been trying my best!
#Outline shadergraph overlap
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Maybe you'd need a custom stencil shader
^Yeah stencils might be something to look into. Graphs don't let you access stencils directly but can use overrides on RenderObjects features. i.e. Render model to stencil (ref 1, comp always, pass replace) then render outline (ref 1, comp notEqual)
Alternatively, if outline is always on opaque objects, opaque itself and doesn't need to write to depth (i.e. under graph settings set Surface Type to Opaque & Write Depth to Disabled) might be able to draw the outline first then the model. Can do that by adjusting the sorting priority slider on materials, assuming renderer features aren't being used.