Heya, I’ve gotten myself a little lost in what I’m trying to do it would seem.
What I’m after visually:
(paper model of the targeted aesthetic)
Now I figured that I could just make a screenSpace/imageEffect shader running a Sobel function to make the “glow” similar to what I’ve done here on a sprite shader:
(single colored sprite renderers with directional sampling to simulate simple shading, code below if you want it)
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 offsets = _Offset * 0.001;
fixed2 dir = fixed2(cos(_Angle), sin(_Angle));
///////////////////
fixed4 base = offsets.xyxy * dir.xyxy;
fixed4 uv01 = IN.uv_MainTex.xyxy + base * d01;
fixed4 uv23 = IN.uv_MainTex.xyxy + base * d23;
fixed4 uv45 = IN.uv_MainTex.xyxy + base * d45;
fixed4 uv67 = IN.uv_MainTex.xyxy + base * d67;
///////////////
fixed4 color = fixed4(0,0,0,0);
color += 0.195 * tex2D(_MainTex, uv01.xy);
color += 0.195 * tex2D(_MainTex, uv01.zw);
color += 0.140 * tex2D(_MainTex, uv23.xy);
color += 0.140 * tex2D(_MainTex, uv23.zw);
color += 0.100 * tex2D(_MainTex, uv45.xy);
color += 0.100 * tex2D(_MainTex, uv45.zw);
color += 0.065 * tex2D(_MainTex, uv67.xy);
color += 0.065 * tex2D(_MainTex, uv67.zw);
o.Albedo.rgb = blendScreen(IN.color.rgb, color.a);
o.Alpha = tex2D(_MainTex, IN.uv_MainTex).a * IN.color.a;
}
But I can’t even seem to find a proper way to get the sprite depth into or have the actual alphacutout shape translate into the depth buffer to even begin playing with mathematical ways of solving this.
If anybody has any ideas, experiences or dare I say solutions please let me know.

