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(+1)

Your shaders are flawless. If it weren't for the dithering necessary to suit this limitation,  I would say this was the best looking art I've seen in any Mini Jam to date.

I've got a couple of technical questions about the shaders.

Are you accomplishing the black outlines using post processing?
Are you using the LWRP stuff?
Is there a tutorial or some other source info you used to get to this point?

(1 edit) (+1)

Thanks!


Everything is done with post processing. The outline, and the dither. The shader looks at depth difference between pixels, and if it is large enough, it makes the pixel black, in addition to this, we also outline pixels based on normal difference, as well as luma difference. We are not using LWRP since the depth-normals map is not supported for this renderer.