Think I've managed to hack together an outline shader that doesn't overdarken large flat areas parallel to the camera
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Think I've managed to hack together an outline shader that doesn't overdarken large flat areas parallel to the camera
It's not perfect, but defenitely better than what I had before
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Think I've managed to hack together an outline shader that doesn't overdarken large flat areas parallel to the camera
It's not perfect, but defenitely better than what I had before
@lisyarus It's always Fun(TM) making 2D effects look good when the camera is moving.
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Think I've managed to hack together an outline shader that doesn't overdarken large flat areas parallel to the camera
It's not perfect, but defenitely better than what I had before
@lisyarus Screenspace outlines from depth/normals are definitely one of those "no, this is actually really hard" problems no one thinks about until they try. That looks pretty good!
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@lisyarus Screenspace outlines from depth/normals are definitely one of those "no, this is actually really hard" problems no one thinks about until they try. That looks pretty good!
@lisyarus I spent _so long_ working on the outline tech for Rift Rally. I think we eventually threw a dedicated TAA pass at it to cheat.
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@lisyarus I spent _so long_ working on the outline tech for Rift Rally. I think we eventually threw a dedicated TAA pass at it to cheat.
@ataylor Yeah, just an hour ago I was really close to "fuck it, just throw FXAA on top and it'll be fine"
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@ataylor Yeah, just an hour ago I was really close to "fuck it, just throw FXAA on top and it'll be fine"
@lisyarus The irony is we had really nice antialiasing of the line itself because they were generated as an SDF. But the features that generate them weren't stable enough, so...
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