QuickOutline
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Unity asset for adding outlines to game objects
This shader seems to glitch out when I turn camera anti-aliasing (via post-processing v2) to TAA. ![image](https://user-images.githubusercontent.com/920120/104679894-e36e8700-56ab-11eb-9ad6-d062d81b076e.png) The dragon in that picture flickers heavily and has these settings: ![image](https://user-images.githubusercontent.com/920120/104680021-292b4f80-56ac-11eb-8664-365afe3b1cc5.png) Any...
![NoletOutlineEditor](https://user-images.githubusercontent.com/31636974/74104909-45268880-4b0e-11ea-94d1-d4b83ef1d080.PNG) ![NoletOutlineBuild](https://user-images.githubusercontent.com/31636974/74104911-49eb3c80-4b0e-11ea-9044-47ec4ca02785.PNG) You can see the outline looks great in the editor. My issue is that the outline becomes off center in the built version of the game. The outline...
When changing size of ortographic camera - outline width remain the same. Usful for zoom when camera is orthographic.
Is it fixable? ![image](https://user-images.githubusercontent.com/37312570/88456342-f71ffa00-ce8d-11ea-8d4a-2d1da1410b55.png)
Thanks for the work on QuickOutline, I'm loving it, really helpful! However, there are some issues with collisions with `UnityEngine.UI.Outline`. Another 3rd party script I was using had a collision....
Looks like the shader is using a camera that is positioned at an angle. The screenshot shows a white background, black box sprite with an orange outline from QuickOutline: ![Annotation...
it looks fine on Editor Scene View but the outline is too thin / almost not visible in Game View that uses an **Orthographic Camera**.
Fixing an issue similar to the one already described in https://github.com/chrisnolet/QuickOutline/issues/24 The issue only seems to come up in the combination of SkinnedMeshRenderer + low-poly/hard normals. But I also tested...