Hello there !
I was wondering if you guys ever had to create an outline based on the normals of the mesh that would run easily on mobile on more than one character on screen (URP)? If so, which technique did you used to grant this result ?
The outline effect that I am looking for is the same which provides Unitychan toon shader outline (shader too heavy on mobile + doesn’t work with URP) or by copying the mesh and reversing its normals (two skinned meshes for one element is also too heavy).
I’ve tried to simplify the Outline part of the Unitychan toon shader in order to use it else where. But as I am an absolute noobie on the HLSL language I can’t get to understand very well how it works and how to implement it in the shader graph.
Thanks in advance! I would really appreciate a little help o/