Edge Detect Effect Normals script not included in standard assets?

Hello!

I really, really want access to this feature: https://docs.unity3d.com/Manual/script-EdgeDetectEffectNormals.html

But I can’t find anything other than the old Edge Detect image script, the new one does not seem to be included in the standard assets or is it a pro effect only?

Would be nice to have some light shed on this as the documentation doesn’t say it if is pro exclusive.

Thanks!

//Morgan

There’s no such thing as ‘pro-specific’ with Unity 5. All features are available in all versions. Having said that, I have no idea where that particular script might be at this point. It’s possible it was a part of a deprecated package that is no longer available.

It looks as though they removed the effects from the standard assets package, and you have to use the post-processing stack (which unfortunately doesn’t fill all the gaps).

You can still get the old image effects from the asset store.

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Is edge detection going to be added into the Post Processing Stack at a later date by any chance?

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Hello, long-time lurker here. The new post-processing stack looks great, but I agree with dog199200, my project was highly dependant on the Edge Detection filter and while there’s a ton of other effects available, no sight of edge detection anywhere. Is it going to be added soon? thanks!

We don’t have any plan to add this effect back, it’s highly game-specific and doesn’t fit the current goal (“have a good set of the most commonly used post-processing effects”). Every other effect will have to be custom made. If we start adding specific effects for everyone it’ll turn into a mess.

We’re working on a solution to make adding custom effect to the stack easier. You can still use the old edge detect effect though, not sure why you think you can’t.

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Hello, first of all thanks for your answer! :slight_smile:

In regards to it, well, I was actually expecting that the new postprocessing effects would at least have such a basic shader effect built-in. I would understand if it was something like a toon shader, or a FOV distortion-like effect for an alien perspective, but the edge detection is like, one of the most basic stuff that most indie devs use. I have three projects in mind, been working in two, and both of them do depend on the edge detection filter for the art style I want them to have. It’s not just me anyways… big AA games do it too: Borderlands, TMNT, Naruto Ninja Storm, and indie such as Hocus and Jet Set Radio for Android, they do use that style.

You know, as a normal, common user, the repo/project looked so great that I downloaded it and plugged it into my Unity project without even looking if it had an edge detection filter, because that’s so basic that I expected it to be already there out of the box, just to find out it wasn’t and that it has been moved to a separate asset in the store.

It may also be because I’m kinda annoyed that the current edge detection filters look so jagged except the Sobel Depth Thin effect, but it only looks nice being thin as 0.5 and it doesn’t archieve the look I want. I have tried to apply the Antialiasing filter too, but I’ve read it’s slow and I don’t want to add such a graphics overhead in my game for something that, maybe, I expected to have it improved in the new post-processing package. Who knows, it could be that my expectations with Unity are too high?

Statistically speaking, it’s not. I’ll reiterate, but we can’t offer every effect that anyone consider “basic”, especially when it’s clearly not.

And most if not of them use highly-specialized edge detection filters & art direction. They don’t have a “single common style”. Releasing a single edge detection filter would only cover a single case.

This alone proves my previous point…

Like I said in the post you quoted, you can still use the old edge detection filter.

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I totally disagree, I mean, so you are able to provide and enhance 20+ filters, but edge detection is too much for your team? really?

Well, covering a single case is better than none at all.

I’m using it, but as I said before, I think my expectations with Unity are higher than I expected, in fact, this thread came up in my first google search on why the edge detection filter wasn’t available in this new package. It’s so sad to see an answer like this, a plain, blatant “No”, when, thanks to the community and your engine users it’s because you have this much success. Now I see why Unreal is leading the way, you guys just have the advantage in coding language (C#) and ease of use, but your feedback and response to your users is really disappointing.

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@DARKGuy mby you know, how to exclude specific objects from detection?

@Chman , can you help me with excluding specific objects from edge detection?

@iRYO400 You can exclude specific objects from edge detection by using layers. Simply add a layer and name it whatever you like, like ‘No Edge Detect’. Then on the camera you’re using change the Culling Mask and unselect that layer.

If you want those excluded objects to still be drawn though, you’ll need a second camera with the Culling Mask set to only your new layer.

If anyone’s interested, I ported the legacy edge detect image effect to the post processing stack v2.
Tested in Unity 5.6.1, it seems to work ok but it has not been tested much!

Get it here:
https://github.com/jean-moreno/EdgeDetect-PostProcessingUnity

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Not finding it in the repo, you sure it’s in the github repo you linked?

What can’t you find exactly? As far as I can tell, the files are still there.

Sorry, I must have looked at the wrong chrome tab -.-'… I need some coffee

Thanks but it doesn’t work with HDRP / Unity 2018.2.9f1

I’ve updated the effect so that all injection points are available to the user.

For LWRP or HDRP, please use the “Before Stack” or “After Stack” injection points.
For legacy renderers, “Before Transparent” is recommended.

It works, thanks!