Hey!
I’m working on making a ‘drop shadow’ outline on our character based on a postprocess material. The concept is simple, I sample the buffers twice and shift them by some coordinates in screenspace, then subtract both depth and now I have my outline. That being said, appart from this, I’ve noticed a slight desynch while reading the custom stencil ONLY on the groom assets; the rest of the stencil does match 1:1. I tried couple of things (like disabling AA and AA jitter, PreviousFrameSwitch stuff).
What I end up doing is to sample the ShadingModelID frame buffer and get the index 7 (which represents the hair shading model) and add this to the CustomStencil buffer. It fixes my issue as long as I accept that every fur pixels in the game will be affected by this outline (which is fine for us). I’m still wondering why the CustomStencil is desynched ONLY on the groom pixels…
Hopefuly this makes sense, as I feel it is a bug (or by design maybe?). Thank you!
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