![spine2d outline shader spine2d outline shader](http://www.codeproject.com/KB/openGL/Outline_Mode/outlining_blue.gif)
![spine2d outline shader spine2d outline shader](https://i.stack.imgur.com/ZUcAF.png)
If all of your assets are atlased into the same texture, then rendering the outline followed by normal should all happen in the same draw call. I am using Spine2D for my animations but sadly, couldnt use it with your awesome. Outline then fade away One more request, hope you guys work on the mesh renderer version of the product soon. 3) Can I add multiple effect on the same sprite eg. Unity is pretty smart when it comes to rendering, and it should aggregate render commands that use the same materials and textures. 2) When parented, sometimes the light does not affect child objects using bumplit outline effect. Uses the depth and normals buffers to generate outlines of variable thickness and color Actually, Unity has four Toon Shading shaders (two are with Outline) and theyre also working with Free. You can play with turning the texture off when you set the material black, but I suspect that it might be faster to leave the texture on the material. Outline Shader for Unity Unity 2018.3 project source for completed Outline Shader Tutorial from the site. Instead of down/left, you can render centered with the asset scaled slightly larger and then again normally. Usually, I will render down and to the left (in black) and then again in the target color. This is a trick I do with text rendering to get contrast against backgrounds. Here's an approach that I remembered after reading Pharan's post: Render Twice, once with all lighting turned off (or materials set to Black) and again with normal lighting. That script works by duplicating the UI element’s visual elements four times, tinting the duplicates a colour (usually black), then moving them up, down, left and right very slightly. So, in your case, the 'Scale' method would work. The approach we’ll take for this effect will be familiar to anyone who has used the Outline component bundled with Unity’s UI system. The limitation with this is of course that it only works on convex objects that are near-spherical or cuboidal. Essentially works by scaling a copy of the object, and reversing its face normals. the shader would need to do multisampling to detect edges.hmm. Be able to switch outline mode to 'Scale' instead of 'Normal offset'. maybe if you drew to a mega texture all outlined assets and used it as source. you can look up bsl shaders edit to see the block outline i was talking about. Shiu 작성:Secondly, you will then need a shader to draw an outline around the FBO texture.