Jump to content

Shader outline


YouGroove
 Share

Recommended Posts

I have founs some good articles :

http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Toon_Shading#Outlines

http://sunandblackcat.com/tipFullView.php?l=eng&topicid=15

 

I wanted to modify diffuse shader to do the code below :

 


// higher priority: outline
	    if (dot(viewDirection, normalDirection)
		   < mix(_UnlitOutlineThickness, _LitOutlineThickness,
		   max(0.0, dot(normalDirection, lightDirection))))
	    {
		   fragmentColor =
			  vec3(_LightColor0) * vec3(_OutlineColor);
	    }

 

Does someone know what is viewdirection, normaldirection and lightdirection in LE3 ?

Stop toying and make games

Link to comment
Share on other sites

That is writen for forward rendering..

 

view direction is your eye vector which would be in LE: normalize( modelvertexposition.xyz - cameraposition )

 

normaldirection should be ex_normal or computed normals with normals map.

 

lightdirection can't be fetched. or that is you can, but you need to calculate it in your app for 1 light and send it.

  • Upvote 1

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...