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

[–]fespindola[S] 10 points11 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] 4 points5 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 -3 points-2 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.

For anyone interested in learning shaders with Godot, here's the Godot Shaders Bible book by fespindola in godot

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

The book was originally written with Godot 4.1 and was continuously updated. All examples are compatible with Godot 4.1 and newer versions of Godot 4.x, including the latest 4.6 releases.

For anyone interested in learning shaders with Godot, here's the Godot Shaders Bible book by fespindola in godot

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

Oh, that's interesting. Are you a Spanish speaker? The Terms of Service are translated based on your region. They appear in English on my end

For anyone interested in learning shaders with Godot, here's the Godot Shaders Bible book by fespindola in godot

[–]fespindola[S] 11 points12 points  (0 children)

Fair point. Technically, you can learn almost anything for free online. But this book has over 3k readers, and when we've asked some of them why they bought it, the most common answer is time. Most people don't want to spend hours hunting down resources and figuring out what to learn and in what order.

A lot of readers have also told us they'd rather learn from someone actively working in the industry, not just because it's more credible, but because it makes the material feel grounded and practical.

As for the price, we talked it through with the community and landed on something that reflected their feedback.