This quick update may look simple, but it was so satisfying to finally implement it right, it had to be posted.
Instead of that ugly glitchy polygon offset from a duplicated mesh, and more like a cell shaded effect, we’re now finally using a proper shader to neatly highlight objects, even through walls. It’ll look even prettier with AA and a little bloom.
Also, the old way would make it way harder to animate highlighted objects.
Before: “cell shading”, broken outlines, glitches, occluded.
After: clean, neat, not occluded by other objects.
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