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(1 edit)

Thank you for playing! Yeah, first I do a pass containing outline information and dither level (packed into rgb channels, here's what that looks like https://imgur.com/a/AG3Ido1), then I have a post processing shader that handles applying outlines/dithering.

cool that's a really interesting approach, I imagine that makes it easier for the post-processing to apply the outline/dithering how you want