First off, completely out of context - using world normals in post process to drive some of edges in masking looks soooo synthwave! To be more coherent though. I have skimmed over a bunch of tutorials on how to do the outline in Unreal and it seems that the most common and cost-efficient one is via post process. than…
1. Custom stencil ids provided just what I wanted - separate Ids for separate colors. the downside is that I had to export all the Id's separately, 2. After colored outlines were done I have moved into rigging, and this stage proved that you should never skip over the proper lowpoly if you are planning o skin and rig the…
Okay, I have tweaked a lot, and have to stop for one moment and right down the changes. First off, I have updated the outline shader to check the scene color underneath to see if it is below or above certain threshold. the light color gets darker lines, and the dark color gets bright lines. It is not yet what I wanted and…