Godot tutorial #7: custom cel shader with outline

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Great job on the tutorial, it looks great!
Another idea for the outline - without render passes - is to have the mesh doubled, extruded up and then flip its normals (you also have to have backface culling on). This can either be done through a vertex shader or directly from the modeling package. :D
Cheers!

tudorc.stamate
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Awesome, great videos as always. Obrigado, Nuno!!

nunolopes
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THIS IS AMAZING Please do more tutorials

dzonemanarmy
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Thou are my god. I searched that for so long.
Of course, it needs a bit of refining.

gokudomatic
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Hello Nuno, awesome tutorial you have there.

I got an idea for a better outline. Is it possible to just take the screen render, but only where this specific object is being rendered, and then copy that render, scale it and then paint it with a solid color, then past the original render overlaying it? I don't know how it could be made, but it doesn't seem to me that it would require render passes

LudensLudonaut
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CurveMap node is gone in godot 3.1, yay!

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