Can't figure out how to use Vertex Color instead of VertexNormalWS to create rim offset and offset outline based on Stylised paint shader breakdown


So I ended up not using TransformVector because the vertex normal colors that I baked in Blender was already in world space.


From my understanding, you’re distorting how the texture is sampled based on the camera’s view direction specifically from the horizontal (X) and depth (Z) information. The CameraTextureScale param is meant to affect the intensity of this distortion.

For the gradiant map, although I had an alpha channel, inputting from A didn’t work, I had to use RGB or RGBA as the input from the texture sample. Don’t know why that’s the case though. I’ve tried several texture maps, including a normal map.

Result:
image

For my case though, I think I might do a 1-x to invert the blacks and whites. I don’t entirely get why de Laubier originally had it the way they did but it might have to do with the material being two sided and having the outline offset.