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

Well, but you did isolate the UV correctly somewhere, since the inflating of the outer shell only works OK in the video you shared.

If its just this one material, use the same paramrters on both (drag from the same output pin to both alpha’s of the lerp or IF A/B).

I havent looked into why parsing the UV into the custom UV channel returns bad values.
Id just assume the bad values of the custom uv cannel are being used for the alpha/transparency.

If anyone from the other topic pivks this up, I’d be curious to know wtf is going on with custom UV offsetting or color ramping the values instead of retaining whatver was pushed to it…

Havent had that happen with .24, but the version i used to test/build was .27 and it was doing this pretty consistently on everything fed into a custom UV.

A pixel value of 0 and a vertex value of 0 should be the same in this case.

The mesh verticis are built to be isolated by the UV map.
Coloring the UV map returns the proper values.

I see no obvious reason an interpolation from pixel to vertex would result in altering of values when they are literally 0 or 1.

The process seems to be changing things to
0 to 1 gradually in .1 of UV space, then 1.
No one told it to do that transition gradually. Matter of fact, it was specifically output as 0 back into the cusrom UV.

One thing i havent tried was to enable better UV precision for the mesh - but really it shouldnt matter to this… or the offseting/lerping of the value…