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Hi there.


I've been hand editing some of the resultant shaders, and I've come across the way to achieve this which works great for what I'm trying to achieve. Stand back, here it comes:


BlendOp Max;


That's it. Of course, there are other BlendOp enums which would give other cool results. Is there any existing way to control this?


Many thanks,


Ad.

Following up here. We are using this functionality in anger, and are finding it very useful for the outlines shader. However, it is becoming tough to maintain the hand-edits across all the shaders in the game. Any chance that this could become incorporated?


Here is what I do in the shaders, if that helps. I have added the line marked //HANDEDIT


VertexOutput vert (VertexInput v)

{

VertexOutput o = (VertexOutput)0;

o.uv0 = v.texcoord0;

v.vertex.xyz += mul( unity_WorldToObject, normalize(_WorldSpaceCameraPos - mul(unity_ObjectToWorld, v.vertex).rgb) * -min(v.vertex.y, 0.15)); //HANDEDIT

o.pos = mul(UNITY_MATRIX_MVP, float4(v.vertex.xyz + v.vertexColor*_OutlineWidth,1) );

UNITY_TRANSFER_FOG(o,o.pos);

return o;

}


Cheers!

Thanks for the reply!


Offset the outline? Excellent. Which node does that?


I have previously tried offsetting the mesh but (as you would want normally) the outlines followed