How to render full outlines as a post process - tutorial

There’s a couple ways you could do this. There’s no way in the shader to do something like “every 4 quads” since it’s a post process effect. What you could do is tweak the normal multiplier and normal bias parameters.

Basically you want a lower normal multiplier, so that only sharper changes in surface have an outline, but smoother changes are not visible. But this will not help in the case of the torus where each quad differs only slightly so there are no sharp edges.

The other way is to:

  1. Load in a low poly version of each mesh
  2. Hide the low poly version from the main render scene
  3. Render the low poly instead of the main mesh in the outline pass

I haven’t looked into the approach in this thread: LDraw-like edges but if that works by creating the edges on startup on the CPU, that might give you more control (so you could say skip 3 quads etc).

Thanks! Really glad to hear you found this useful. I’d love to hear what kind of project you’re using this for if you don’t mind sharing.

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