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Have you tried testing your Camera Based Outline shader on a primitive cube? It works well on a sphere, but on the cube, the vertex expansion along the normals cause the sides of the cubes to separate from one another.
See attached picture.
The text was updated successfully, but these errors were encountered:
Have you tried testing your Camera Based Outline shader on a primitive cube? It works well on a sphere, but on the cube, the vertex expansion along the normals cause the sides of the cubes to separate from one another.
See attached picture.
The text was updated successfully, but these errors were encountered: