Hi Quetzalcodename,
Thanks a lot for your reply. Like you’ve said, creating a triangulated wireframe shader is very simple, when using the native material wireframe option.
Unfortunately, that’s not what I am trying to achieve.
All of these solutions are based on the native engine wireframe shader, which can only output a triangulated wireframe. Also, with this method you can’t control the thickness of the wireframe lines, and most importantly: you can’t remove inner the lines that forms triangles and display only (well, mostly) quads.
If you look at the Unity example videos above, they explain in details what I am trying to achieve in Unreal. Which is basically a customizable (line width, color, Anti-aliasing using Smoothstep) wireframe material that renders Quads and not triangles.
I’ve been researching this subject for a long time, and as far as I know no one has ever came up with a solution to this problem for the Unreal engine.
This video above, titled “Unity shader stories - Rendering a quad wireframe” details how to achieve this in a Unity shader. What I am trying to understand, is how to do this, but in Unreal 5.
Thank you!