@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...

ataylor
@ataylor@mastodon.gamedev.place
Post
-
Think I've managed to hack together an outline shader that doesn't overdarken large flat areas parallel to the camera -
Think I've managed to hack together an outline shader that doesn't overdarken large flat areas parallel to the camera@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.
-
Think I've managed to hack together an outline shader that doesn't overdarken large flat areas parallel to the camera@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!