Hello,
I would like to create a shader with Diffuse, Normal with Rim Effect (Fresnel), in where the main Character when it’s behind of a wall o any mesh we can see him through silhouette, but the silhouette looks like fresnel like the image:
Hello,
I would like to create a shader with Diffuse, Normal with Rim Effect (Fresnel), in where the main Character when it’s behind of a wall o any mesh we can see him through silhouette, but the silhouette looks like fresnel like the image:
I guess you draw them in different layers and combine with mask.
“Whydoidoit”: No, I dont have it
“alucardj”: I had it, but the silhouette it’s just a simple solid color, not a Fresnel effect.
You should use two pass shader;
first pass ztest great
draw overlay when object under other mesh
first pass ztest lequal
draw normal
please reference this shader: