Smooth edges through Shader Graph

Hello all!

So I came upon this post by bgolus regarding “hardening” a mesh’s edges through a shader made in SG.

Is there a way to do the inverse wherein you make a mesh’s edges all smooth shaded? It’d be really useful for mesh-based outlines and such.

Did you find a way to achieve this by now? I’m looking to find a solution for non-tearing outlines, too …
Cheers!

I imagine you could edge detect then blur the gbuffer normals based on the edge detect. Assuming you are using deferred rendering.

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For the original goal of mesh based outlines, no. It is not possible.

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