#Thank you very much for the detailed
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I did a simple test using my OmniShade asset which includes an Outline effect and Anime style, on top of some controls for the diffuse lighting. As you can see, it can get the geometry outlines, but not the inner outlines, which I assume were done using grease pencil. For those, I think you'll have to import the grease pencil mesh and render as solid black.
OmniShade:
https://assetstore.unity.com/packages/vfx/shaders/omnishade-pro-mobile-optimized-shader-213594
Note the outline effect here is done using an extruded inverted hull, which isn't perfect in quality but much faster than the post-process version. If you want better outline quality, look into the post-process verison..
@manic tide to answer this #archived-shaders message I think it depends on your use case
If the character is rigged and will move and bend a lot around it would be better to use post-process / shader / renderer feature pass outlines rather than the grease pencil ones
Since you would have to also somehow correctly rig the outlines so they follow along with the robot mesh
I think the best solution would be to use Robin Seibold's solution https://www.youtube.com/watch?v=LMqio9NsqmM&t=456s
The second devlog about my yet to be named cozy creature collecting and management game. This one covers the initial implementation of screen space outlines.
Some amazing write ups that helped me a lot:
Erik Roystan Ross's tutorial on screen space outlines
https://roystan.net/articles/outline-shader.html
Ignacio del Barrio's tutorial on custom ...
Here is the github link to the repository https://github.com/Robinseibold/Unity-URP-Outlines. It has it's drawbacks (Only works in Game view, doesn't work with MSAA and won't work if your material has vertex displacement, but IMO it's the cleanest of the bunch you can find online
I've used it with my sketch-book effect and I think they look nice, even when theyre very thin (Ignore the random lines they're supposed to be pencil strokes but arent done yet lol) (not my model I just made the shader)
Though everything post-process related can be a bit unpredictable so if you want the most control over how they look turning the grease pencil into a mesh would be the best idea.
Performance-wise to be honest I'm not too sure, but I know for a fact that unless the grease pencil mesh has thousands upon thousands of polygons (Or if your scene has a lot of these robots) it shouldn't cause any issues, especially if they have an unlit material.
Thank you all for the help, I think im gonna try Robin Seibolds version. The robot will be rigged and procedurally animated
This shader looks dope
Thanks I just need to get the pencil strokes to not look like porcupine spikes 😅
It works in real time?
The shaders yes, it changes to the lighting and all and looks good at any angle
The "pencil strokes" are just particles with lines as sprite emitting from the vertices of the mesh so they look a bit ugly whenever you move the camera, but I'm working on that