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Camera Based Outline, Geometry with Sharp Edges
Have you tried testing your Camera Based Outline shader on a primitive cube? It works well on a sphere, but on the cube, the vertex expansion along the normals cause the sides of the cubes to separate from one another.
See attached picture.
I suppose the Unity cube itself could be to blame? That each side has their own vertices, instead of shared vertices?
Yes, for this kind of outline shader you will get much better results with normals that are shared between faces.