the effect in the image is obtained by composing, Ambient Occlusion, Fresnel, Outline Color and Transparency in Photoshop, I have to replicate it in unity without being able to use the shader graph. By combining multiple meshes with various shaders, I can get something similar but I have problems with the render queues, I can also find all the separate shaders but I don’t have the ability to merge them into a single shader, some idea, links or help?
Thank you
Fresnel is easy. Plenty of example shaders for that.
Transparency is also “easy”, in that enabling it isn’t hard. But doing correct sorting on a complex model like that isn’t so easy. Correct real time sorting of complex transparent objects is difficult at the best of times, impossible most of the time. The easiest solution here might be to render all the objects using an additive shader so the sorting doesn’t matter.
Ambient Occlusion will need to be baked into textures or vertices before hand.
The outline is perhaps the hardest part, though plausible to do some of it with a shell outline, but it won’t be as clean as what you have in that image. The quality of the outlines in the image you have need to be done with a post process like effect.
The TLDR of the above is this is impossible to do with a “single shader”. To replicate the visuals in the above will take multiple separate passes, possibly even multiple render targets, that you then merge together. Just like you had to do to make the image the first time.
Thanks for the useful advice, in the end I solved managing 3 meshes whit different shader and ordering the transparencies rendering queues, fortunately the application runs without problems or lag.