![]() ![]() ![]() “Screenspace Outlines” pushes the verts outward only in the camera plane. They’re made by inverting the mesh and pushing the vertices outward. Outlines are a rendering pass and so can’t be turned off with a checkbox - you need to comment out the code in the shader. Rimlight with plenty of Reach and 0 Fresnel | 100% Reach but large Fresnel limit | Rimlight x Fresnel Or you might want a Hellboy effect with some full-brightness linework & specks in the otherwise black shadowed areas. ![]() Eg shadowed skin tones might be light and reddish while shadowed cloth is pure black. This allows full control over color, better than a single tint for everything. There is a separate texture+tint for the “bright” area vs the “dark” area. This lets you set the overall brightness and tint of your colors with your light, including creating flat gradients across the surface using lights with falloff. But instead of the lights revealing the curvature of the surface like they would if it was a figurine under a lamp, the surface ignores the angle of the light and lights flatly. The basic concept is the shader “paints” the surfaces with the dark/light hatching, and then the real lights in the scene light the surface up. It’s done with a simple script to update the character’s pose on a timer instead of every frame, and leaving the position and/or rotation stuck to the camera between updates. The Variable Framerate isn’t part of the shader. ![]()
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