I’m currently using TwoSidedSign and VertexNormalWS to accomplish an outline effect on a sphere, shown below.
I’m using a slightly smaller regular sphere inside of the two-sided masked sphere. Is there a better way to do this? Since the outline is emissive, the light bleeds on to the inner sphere, which I don’t want. When using DLSS, a lot of artifacts also appear when the spheres are changing colors. Here’s the base sphere material graph:
And this is the outline sphere material graph:
Thanks,
Mark
Edit: just applying more search tags:
Sphere mask, absolute world location, object position, object radius, always face camera material