I was not sure if i shall post it here or in the Shaders category…
I tried to find out a way how to do a colored ambient occlusion, finally i came with this little trick.
I rendered the picture and the background outlines seperately.
Then mixed it together
And then blurred the outlines
How can i redo this effect in Unity ?
Render your edge detect at a low resolution, that’ll give you a free blur. After that apply in your post proc stack however you want.
Those outlines can be treated as (light) emission texture in surface shader and HDR bloom post fx will glow them. If you’re writing/using a custom shader without emission texture param, it’s a very simple amendment, so you may share your toon shader code for us to help if it’s not too confidential to be shown publicly.
So i tried it many different ways with little to no success.
To make things worse, the built-in Toon Shader doesn’t support colored lines.
I would need an exact shader, i can’t write 'em myself.
What exact toon shader are you using? AFAIC the “Toonshading” shaders from the official “(Image) Effect” package is already obsolete when the said package was removed from the installers of recent versions of Unity. Those legacy shaders aren’t even available on Asset Store by Unity itself.
I am baffled that, why it has to be toon shader. The Standard Shader already has the “Emission” param for this very purpose.
The emission param has no option for texture on the shader i’m using, even then i’m not sure how would i create the texture for lines. When i used the Gloom effect, every object with emission enabled started to do glow, i don’t want that.
I would just want some edited shader of this except with blur and custom outline color support.
I guess i’ll repost this in Shaders category.