slightly better outlines
This approach to outlines is a bit more robust & adds outlines to areas within the shape's silhouette - eg details around say the nose and eyes, vs just the outline of the head. It utilises passes - first drawing the shape as normal with a standard struct input and void surf... then adding outlines on top using a vert-frag shader. This is quite cool to see both surface and vert frag shaders being mixed Things to note - we Cull the Front...We're essentially rendering the inside of the mesh as the outlines. I've found an explanation online about this shader, pasted below the code.. From the docs - UNITY_MATRIX_IT_MV Inverse transpose of model * view matrix. I'm not entirely sure what is happening with this code - but I'm fairly sure we're taking the vertex normal and multiplying it by something, before getting it into screenspace. Shader "Dave/Unlit/advancedOutline" { Properties { _MainTex...