YouGroove Posted February 1, 2015 Share Posted February 1, 2015 I have founs some good articles : http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Toon_Shading#Outlines http://sunandblackcat.com/tipFullView.php?l=eng&topicid=15 I wanted to modify diffuse shader to do the code below : // higher priority: outline if (dot(viewDirection, normalDirection) < mix(_UnlitOutlineThickness, _LitOutlineThickness, max(0.0, dot(normalDirection, lightDirection)))) { fragmentColor = vec3(_LightColor0) * vec3(_OutlineColor); } Does someone know what is viewdirection, normaldirection and lightdirection in LE3 ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted February 1, 2015 Share Posted February 1, 2015 That is writen for forward rendering.. view direction is your eye vector which would be in LE: normalize( modelvertexposition.xyz - cameraposition ) normaldirection should be ex_normal or computed normals with normals map. lightdirection can't be fetched. or that is you can, but you need to calculate it in your app for 1 light and send it. 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
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