Closed dodgyville closed 1 year ago
I never tested the shader with no background, seems like the normals start acting funny without meshes to collide with. Adding a distance check seems to fix this:
if (highlights_enabled)
to
if (highlights_enabled && getDepth(SCREEN_UV, DEPTH_TEXTURE, INV_PROJECTION_MATRIX) < 1000.)
This works but is suboptimal performance-wise. Shouldn't really matter since the rendering resolution is so low but I'll do a better version once I update the shader again.
Let me know if the problem persists
Hi, I love this shader a lot, you've done a great job. I can't quite get the effect the same though.
I create a 3D scene and a camera.
I place a quadmesh in front of the camera.
I add a material override with the shader attached, with purple highlights and blue shadows.
I was expecting the objects to get purple highlights or a purple outline but the background to stay the same colour. Do you have any suggestions maybe? This is godot 4.0