you would use largely the same math that's used to generate curvature maps, but you'd do it in realtime instead of baking down to a static source (map).
you would use largely the same math that's used to generate curvature maps, but you'd do it in realtime instead of baking down to a static source (map).
Comforting to know it's possible! Unfortunately, I am not a shader expert so I have no idea what any of that means. lol Thanks for the answer!
If you google "shader outline" you'll get several results. I'm surprised you didn't try this. The fifth result I get from that search is shaders - How can I draw outlines around 3D models ... which describes pretty clearly how it can be done.
If you want both the outline and the content to be pixelated, you can just use any of those outline techniques in a low resolution framebuffer, then draw that framebuffer as a texture upscaled to fill the game screen.
If you want just the outline to be pixelated and not the content that it is outlining (I don't think that'll look good), then you can render all outlines to an off-screen framebuffer and then run a mosaic \ pixelisation shader on it. Then composite that on top of the content.
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you would use largely the same math that's used to generate curvature maps, but you'd do it in realtime instead of baking down to a static source (map).
If some of the terms and workflow are a bit foreign, I suggest reading an introduction to real-time rendering, written for artists. For example http://simonschreibt.de/gat/renderhell-book1/ And we have more of those here http://wiki.polycount.com/wiki/Rendering#Rendering_Articles
http://simonschreibt.de/gat/cell-shading/#comment-331
Post process would probably be the way to go. Have you seen The Return of Obra Dinn? https://forums.tigsource.com/index.php?topic=40832.msg1024815&_ga=1.160958653.1048099436.1450574354#msg1024815
If you want just the outline to be pixelated and not the content that it is outlining (I don't think that'll look good), then you can render all outlines to an off-screen framebuffer and then run a mosaic \ pixelisation shader on it. Then composite that on top of the content.
http://www.hedfiles.net/PixelShader/index.html
Also maybe of some interest:
https://www.assetstore.unity3d.com/en/#!/content/47798