I know it is possible to exclude layers from a post processing pass, as described here:
I’m trying to understand how I would need to set up a custom shader in ShaderGraph to allow for this step.
I’m using an outline shader adapted from Unity’s Open Project which I can apply to the whole scene by adding it the normal way to the Forward Renderer like so:
However, when I try to add the effect the same way as described in the sample, in order to only affect specific layers, it doesn’t work properly:
The outlines are all over the place. So apparently I have to set up the shader for this specific approach. What would I need to adjust? Here is my graph for reference:
I’ve also attached the Outlines.hlsl file for reference on how the shader works.
Thank you for your help.
8122094–1052804–outline.hlsl…txt (3.03 KB)