Hello! So, most everything uses a custom depth due to a cel-shading post processing effect, however, I only want my playable character to have use the outline post processing. As far as I am aware, the only way to do this is with a custom stencil and I’m having a hard time implementing that with my current outline material. Here is my material for the outline and I was wondering if anyone might be able to help me set it up with a custom stencil?
Hi. A more efficient way to do cel shading without the need of a post process volume or depth stencil is “Inverted Hull Cell Shading” - basically you duplicate your players skeletal mesh and have a material function that uses WPO to extend each poly along it’s normal to enlarge the mesh, then do a sign test on the face and hide when it’s facing towards the camera so only the back facing polys show - and make your outline material two sided. There’s a number of tutorials and documents on the internet that a google search will find.