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Hey guys, I'm aplying a camera zoom (making fov smaller) to my game, but the toonshader offset, responsible for drawing the outline, gets very thick related to the the rest of objects in scene. The offset isn't related with the fov, it's always the same. So when it gets a closer look, obviously it seems thicker. So, I was wondering if someone had a problem like that and/or have a tip/idea or workaround to solve this problem.
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Hey Matthew, I solved the problem using but it's probably too primitive, I'll sophisticate it a little bit later.
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I don't know the toon shader very well, if you can access the outline variable in a script you can tie it to the distance from the camera object. If the camera only follows one object, give it its own material or this will affect all objects with the same material. the script could look something like
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Heres an example of the problem
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Hey Matthew, thanks for the reply. That's a good idea, it has a property called outLineWidth. I'll try that, but first I'm thinking about a solution within the shader code. I have many cameras, and I think that getting the fov from camera in shader would be more perfomatic any other tips are appreciated. thanks
May 23 '12 at 01:18 PM
zpinner
is camera.fov accessible from shader as MVP matrix? or do I have to set it via script?
May 23 '12 at 04:17 PM
zpinner
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