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Question by
petur · Sep 09, 2019 at 05:28 PM ·
shader writingoutline
Outline shader graph, duplicate geometry
I have been looking for a way to display outlines in shader graph and I have found a couple: -Use a very sharp fresnel effect, which is inconsistent and "eats" into the geometry. -Create a shader just for the outline, which forces me to create an extra gameobject bound to the same bones to display the outline.
What I would want to do is apply the same solution many traditional shaders use: They take the geometry, extrude it along the normals, invert the normals and paint that a solid color.
I have tried creating a secondary master node but, despite the fact that it can be created, it does not display any thing.
Is there any other way to make a shader in shader graph "duplicate" the geometry and apply those effects just to one of the copies?
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