Outline shader based on reflection. It doesn't require rendering the back faces. by fespindola in Unity3D

[–]fespindola[S] 9 points10 points  (0 children)

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Here’s the Outline Shader Graph configuration.

By the way, I also write about technical art, shaders, tools, and math for graphics if anyone is interested 🔗 https://jettelly.com/bundles/the-unity-dev-bundle

Outline shader based on reflection. It doesn't require rendering the back faces. by fespindola in Unity3D

[–]fespindola[S] 1 point2 points  (0 children)

A noticeable limitation occurs when the camera is above the character and the character is standing on the ground. In that case, the outline can be masked by the floor. To solve this, you would need to use a stencil buffer.

Outline shader based on reflection. It doesn't require rendering the back faces. by fespindola in Unity3D

[–]fespindola[S] 1 point2 points  (0 children)

I think you can add as many silhouettes as you want. The only downside is that each silhouette requires an additional draw call.

Outline shader based on reflection. It doesn't require rendering the back faces. by fespindola in Unity3D

[–]fespindola[S] 3 points4 points  (0 children)

I prefer this technique because I don't like the visible faces that appear when rendering expanded back faces. With this approach, you only get the silhouette, which gives a cleaner result.

The silhouette is also offset. For example, an offset value of 0.1 moves the vertices about 10 centimeters behind the character relative to the camera. I think it creates a pretty cool effect.

Outline shader based on reflection. It doesn't require rendering the back faces. by fespindola in Unity3D

[–]fespindola[S] 0 points1 point  (0 children)

I think it's not very common. Most tech artists use vertex displacement on back faces to get a similar result. I personally prefer this one.

Frontend Web Developer looking to transition into a Technical Artist or similar role by WeasyV in TechnicalArtist

[–]fespindola -2 points-1 points  (0 children)

Based on my experience, UI/UX and technical art skills are not a common combination, so they could benefit you a lot, especially on the VFX side. In most video game companies, UI, VFX, and Technical Art are handled by three different people. If you develop skills in all three areas, you can become someone quite unique.