Edge detection for the *material*, not the mesh

well… i got it somewhere. my blueprint doesn’t wanna dupe meshes or i’m just stupid. but… the rendering works as i intended. it’s using a translucent front material rather then the postprocess stencil, but it’s fairly cheap, considering you will likely have more translucent objects to throw in that comp pass anyway. works for simple shapes but does not do well with complex “depth occlusion”. for… reasons.

back face custom depth material

and the front face depth test shade material

feel free to improve it. : )