I’m looking to create an outline solution that finds silhouette edges (edges between two triangles where one is facing towards the camera and the other is facing away), inspired by Blender’s new Line Art modifier.
How should i approach the detection? I presume this wouldn’t be possible with just shaders, as i need the normals of two different faces. Just a rough idea of a process that would work here would be greatly appreciated.
Thank you for sharing the book, it’s really interesting and i’ll probably read more of it when i have the time.
For now i’ve read the “Geometric Contour Edge Detection” section and while it does a good job explaining the general concept of how the process works, it’s very agnostic and mostly just explains the idea rather than going into the technical specifics of the execution. I want to know how to go about accessing all the polygons of a model and checking their edges specifically in unity.
That “if” is carrying a lot of hopes and dreams, because it does not.
You’d have to implement this all in a compute shader, as well as calculate the adjacency data yourself manually and store it in a separate triangle indexed array.