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Tweak to the Edge Wobble = Jitter Outlines! (FILES)

With a small tweak to the post process material used in the previous Edge Wobble effect, you can get a pretty funky jittery outline. Instead of just wobbling the UVs of the screengrab pass, you wobble the outline mask, one minus it (so the white outline mask becomes a black outline), and then multiply it back on the screengrab.

Use the exact same setup as the previous effect, but just replace the "Edge Breakup PP Mat" with the shader/material attached here ("SketchEdgePP.mat"). Here are the settings I used in the EdgeBreakupPostProcessing script on the camera.

Because the noise wobble is uv mapped, it moves with the geometry, so more complicated and skinned meshes work fine without swimming. Only the outline mask is screenspace (adjustable normal/depth diff or sobel), but that could be done with a inverted hull instead.

Another thing I'd like to try in the future, is along with the noise render texture, render out a RGB flat colour pass, so that the each objects can have their own specific outline colour. I think that could look pretty cool.

Let me know if you encounter any problems or have any ides on how to improve the effect, or new ways to use it!

EDIT: Updated the SketchEdgePP.shader to also wobble the Sobel outline (Interior Edges Contribution). This was accidentally missing before.

Tweak to the Edge Wobble = Jitter Outlines! (FILES)

Comments

That's a great idea for the effect - would be perfect to break up the edges. Just trying to break them up with a fresnel opacity mask doesn't work well when the geometry overlaps itself, but this would work.

Puck Loves Games

might be able to use it to give geo clouds some fuzz on the sides

JSART

Worth trying! There was a bit missing on the original SketchEdgePP.shader, where it wasn't wobbling the sobel outline though, so you can definitely still use it without rendering DepthNormals. Let me know if there's anything else that doesn't work or anything you want to see in the effect in the future! I'm going to try to add support for coloured outlines and perhaps varying thickness outlines, so you can define what parts of the mesh have thicker or thinner outlines (will have to push the outline mask to using a convex inverted hull in the replacement shader probably to do that, but I think it should work!).

Puck Loves Games

Actually, you might be right. I could probably just apply the PP script to the "bottom layer" camera. I was instead trying to apply it to the "top layer" camera, which was depth only and overlaid on this other one. But post-processing, is, uh, post. So order didn't really matter there. oops.


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