Hi!
I’m stuck here… the inverted mesh.
I’ doing some R&D on toon shading and I don’t wanto to use a post process effect. I prefer to have full control on my assets and be able to fine tuning the objects’ look individually.
While the cell shading is quite simple, I can’t figure out how to do the outline using this method.
I don’t know HLSL shading language unfortunately… Is it still possible to do this without manually putting another mesh in scene? I suppose to write a custom node…
I really need to figure out this…
I tried before another method: a cameraVectorWS dot VertexNormal and a UV lookup in an edge-texture… but it has a huge downside: in a VR game the outline is eye-dependent and it’s very very bad because you get flickering parts.
A mesh solution should be great.
I’ll be forever gratefull if you could give me some good advice