Ewoud @ewoud.dev · Dec 29

I'm rendering all of the outlines in a post processing shader It's using the depth, normals, and a custom vertex color buffer (in the screenshot only one object, but that's already fixed)

4 likes 2 replies

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Replies

Lunar Finch 🌙 Imago Season OUT NOW! · Jan 17

Oh I'd love to know how you made a custom buffer! I'm doing something similar but using multipass shaders (basically by abusing Godot's "next pass" feature), but a vertex color buffer + postproc sounds like a much better solution.

Eleonor Menéndez · Dec 29

It's impressive, I've been looking at the screenshots of your game and the end result is clean almost like made by an artist. It looks almost like inverted hill, maybe you might lose precision over the stroke width since it's camera based over the whole scene. But the end result is beautiful. ✨