Adding Occlusion to Multicolor Soft Outline - Part II
This is second of two part tutorial. You can find first part here . In first part of the tutorial we showed how to edit Custom Stencil buffer and send it forward to be processed via alpha channel. Today we will be adjusting Multicolor Soft Outline from here to make use of this information. Idea All we need to do is change the instances of SceneTexture using Stencil buffer to using alpha channel of PostProcessInput0 . At the same time we need to adjust blur Custom node to blur the edited stencil data, instead of the Custom Depth . Setup We will be using material PP_OutlineColored from previous tutorial. First change the setting of the material, as follows: This will set the priority of the material to be smaller than that of the PP_OcclusionCheck from the first material, meaning it will be executed after PP_OcclusionsCheck . Edits We pretty much only need to change some of the occurrences of the Stencil buffer, specifically those in the highlighted