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Under review

Make the passes for which the Stencil block is written configurable (or at least write to Outline)

Michael Bartnett 9 years ago updated by Freya Holmér (Developer) 8 years ago 3

The new stencil settings under blending are great, but I also need to apply them to the Outline pass.


My use case is masking MeshRenderers with the same rect as a UI.Mask. The intension is for the MeshRenderers' Outlines are also intended to be clipped along with their ForwardBase.


So my exact need is for the Outline stencil settings to match the ForwardBase stencil settings, but I assume people would be interested in more options. :)

Under review

This is a path I haven't dared to walk so far.

The problem with adding more control over the outline pass, is that people expect there to be even more options if I add just one option. For example, people will want to be able to change blend mode of the outline

I haven't ever worked on a shader gen tool, so the problems this could introduces aren't familiar to me. Is it the increas complexity of the code generator, or more about UX /guiding people toward correct-looking shaders?

It's more about GUI guiding people to expect feature X to be present for feature Y, since feature X was present for feature Z, but not Y.