I’ve been trying to figure out how to port the ink n paint material shader of 3ds max to unity3D so I could get outlines according to smoothing groups, but didn’t succeed. I tried edge detection and it worked partially since it messes up as the model moves away from the camera.
hmm its close to what I wish to achieve, but I definetely need more colors. Another method which I could think of is having edgeDetectnormal effect to the camera and have the edge width vary according to the distance from the camera. The problem with this approach is that the edgeDetectnormal script has a relatively large lower limit for edge width which looks bad when viewed from far off. Here is a pic of what I mean
I just mentioned the problem with Edge Detect Effect Normals in my previous post. The lowest edge width still looks bad when the model is viewed from a little far off distance.
Sorry - it didn’t register that edge detect normal effect you were talking about was the one in image effects. I obviously shouldn’t post on the first day of a new course of antibiotics
In the shader I posted, I mixed the Sobel Effect back with the colour information - doesn’t it show up on your system? I certainly agree about the edges though
Try this one. It does the Sobel Effect with depth values. Again, you’ll want the inverted one. Unfortunately, this requires a PS3.0 capable card that can do depth textures.