Unity Products:Amplify Shader Editor/Outline: Difference between revisions

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Latest revision as of 00:06, 2 December 2023

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Outline Node

The Outline node creates a separate pass which main purpose it to create an outline surrounding a certain object. This is similar to the current Outline option available over the Standard Output properties, but gives an immensely bigger degree of customization.

Looking to use an outline with the Universal Renderer? Check this video: Outline Pass


NOTE: Only compatible with the Surface shader type! This node can only be connected to the Local Vertex ports on the main Output node. Besides creating all the necessary data for the outline pass it also outputs 0 over its output. In order to make use of it but also have a Vertex sub-graph, simply use an Add node with both the Outline node and the sub-graph.

Node Parameter Description Default Value
Type Specifies with type of vertex operation is done with the supplied data.
  • Vertex Offset: Each vertex position will be moved a Width distance over its Vertex Normal.
  • Vertex Scale: Each vertex position will be scale by a Width factor.
  • Custom: An Offset vector quantity will be added to the current Vertex Position.
Vertex Offset
Alpha Mode Specifies if outline pass will be opaque or have any type of alpha operation on it.
  • None: The outline geometry is Opaque
  • Masked: The outline geometry is a Transparent Cutout with Alpha Test.
  • Transparent: The outline geometry is transparent with traditional fade-transparency.
  • Alpha Premultiplied: The outline geometry is transparent with premultiplied alpha transparency.
None
Mask Clip Value Alpha value to be compared with the current Opacity Mask one and determine if there'a clip. 0.5
Cull Mode Specify which outline geometry faces are to be culled.
  • Front: Front faces are culled and back faces drawn.
  • Back: Back faces are culled and front faces are culled.
  • Off: Front faces and back faces are drawn ( double sided object ).
Front
ZWrite Mode Specify if outline geometry is to write on the depth buffer.
  • <Default>: Geometry is written on the depth buffer.
  • On: Geometry is written on the depth buffer.
  • Off: Geometry is not written on the depth buffer
<Default>
ZTest Mode Specify how should depth testing be performed.
  • <Default>: Same as Less or Equal. Depth test passes if current value is less or equal than what is written on the depth buffer.
  • Less: Depth test passes if current value is less than what is written on the depth buffer.
  • Greater: Depth test passes if current value is greater than what is written on the depth buffer.
  • Less or Equal: Depth test passes if current value is less or equal than what is written on the depth buffer.
  • Greater or Equal: Depth test passes if current value is greater or equal than what is written on the depth buffer.
  • Equal: Depth test passes if current value is equal to what is written on the depth buffer.
  • Not Equal: Depth test passes if current value is not equal to what is written on the depth buffer.
  • Always: Depth tests always passes.
<Default>
No Fog Specify if outline geometry is to not be affected by fog. On
Input Port Description Type
Color Specify the color of the outline geometry. Float3
Width Specify either the amount across the normal( Type: Vertex Offset ) or scale to apply ( Type: Vertex Scale ). Float
Offset Specify the amount of offset to be applied on Vertex Position. Only available on Type: Custom. Float3
Opacity Mask Specify the opacity mask value to be used on the clip operation. Only available on Alpha Mode: Masked. Float
Alpha Specify the alpha value for the outline geometry. Only available on Alpha Mode: Transparent and Alpha Mode: Alpha Premultiplied. Float

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