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Artifacts when generating outline on a quad

A topic by KevRevDev created Apr 20, 2023 Views: 156 Replies: 4
Viewing posts 1 to 2

I've been using the URP outline generator script for a while now and it's mostly been sufficient. But I just ran into an issue when putting a quad into a string generating an outline. It creates some strange artifacts around the quad and sometimes other characters as well.

Here's an example of what's happening:


Any idea what's happening here or how to fix it? The best case would honestly probably be for the quad to just not be included in the outline at all.

Developer

Ah, I completely forgot to code this exception, sorry!

I can see what it's doing here, for the outline of the quad, it's using the UV data of the quad correctly, but grabbing the font texture, rather than the quad texture.

Here, I've coded an update that gets the right submesh data for quads: https://pastebin.com/wWv49mgG

Unfortunately, the outline generator script effects the whole mesh at the moment, unlike the text shaders. I might look into changing this if the shaders don't get finished shortly, though. (I think I can store the data in a UV channel, future Kai reading this...)

Looks like I'm still getting the same result. Was the pastebin updated? It looks the same to me.

Developer

...Okay, I must have made a mistake when copy/pasting, so here it is again: https://pastebin.com/wWv49mgG

Sorry about that!

That works! Thanks for your help!