Does Unity have any built-in support for precision-highlighting the edges of a mesh at runtime.
Similar to how when you select an object in Edge / Edit poly mode, for example, in 3ds Max, all the "edges" highlight.
This is similar to this, but I'm looking for something with more precision, and preferably, doesn't require rendering and post-processing..
At worse, I am guessing the flow goes like this: calculation something in buffer, then create new mesh lines where the edges should be to "fake" the highlights.
asked Dec 22 '10 at 10:03 AM