Toon Shader..help with a particular (maybe?) outline

Hi there…i’m wondering if there is a way to tell the toon shader to outline only the external borders…i’m not able to explain it better than that, so i’m attaching an image to explain it.
Since i have my models saved in .mb, they retain all the model structure (root->various children) so i have to apply the toon material to each children, hence the effect i DON’T want.
It’s like i’d be able to put the outline material to the root of the mesh…but i don’t know, so here’s why I’m asking you!
Thanks :slight_smile:

113562--4369--$asd_187.jpg

The only way I can think of to solve this issue is the simple one and that is to create the object as one complete and attached mesh with all vertexs fused(welded) this can be achieved in 3dsMax and most decent 3d programs… could be wrong about this approach however as despite my near godlike and genius status I occassionally get things wrong :shock:

Thanks, but i already thought that, the problem is that i have some mechanical units, and they CAN’T be blended because of the animation. If i actually weld them when i’ll animate i’ll get weird results.
Thanks anyway for the try :slight_smile:
Anyone else?

What solventfactory said…it needs to be one mesh. You can still animate the individual parts as necessary using the bones, which you don’t have to do in the 3D app; they’re just transforms in Unity.

–Eric

Sorry for bothering you again with such a noobish question, buti i need to know that :o
How can i create multiple Toon shaders? If i pick one from the library and drag onto the mesh, then apply a base texture, if i pick again the mat from library and drag onto another mesh the base texture its the same. It’s right, but i don’t know how to have multiple shaders of the same type (or even “instantiate” them, same characteristics but different base texture) within unity.
Thanks alot!

You don’t apply shaders to objects; you apply materials to objects, and you use shaders in materials. Therefore you’d make multiple materials in this case.

–Eric