Michael Bitsakis
Michael Bitsakis
Cleaned up testing area and documented / cleaned up Lit shader.
Advance Outline Progress Technique : - Hull - Edge Scanned based Programming Language : URP HLSL (non CG) Stage : Alpha Progress [Here](https://decentralandteam.slack.com/files/U040DBW2RFU/F043VCTUHKR/outlines_progress_hull_edgebased-1.m4v)
Advance Outline Progress Technique : - Hull - Edge Scanned based Programming Language : URP HLSL (non CG) Stage : Controls in Stable Mode / Project Implementation / Review https://decentralandteam.slack.com/files/U040DBW2RFU/F044G76Q7MH/advance_outline_control-1.m4v
Working on feedback adjustments - [x] Transparent objects issue (ZDepth related) - [x] Objects with open uvs - [ ] Multiple mesh objects
For transparent objects that have problems solution is 1. Add this transparent object to a Layer ( TransparentOutlined on my example here) 2. Add those 2 render features that only...
Coin issue is Overlapping UV's , cant be solved in the outline shader as we do calculations on that area of the shader.  I need to come up with...
We can keep the outlines connected by setting the Overlay Amount to 0 in such scenarios
Transparency issue solved within the shader and the transparent material (use v2 shader and on the shader material disable the receive shadows)
New Post Effect Core To URP (WIP / during translation) 
Outline Replica from PostProcess to URP Render Feature Current Features : Color , Width , Object Occlusion , Pseudo Blur State : Wip , need to write the controls ,...