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Background Pony #6540
@Background Pony #B662  
Deferred shading isn’t so bad. Hell, if you use Unity you get deferred shading served on a silver platter.
 
I would argue that yes, deferred shading does make it significantly easier. In fact I don’t even see how you could possible begin to make a good cell-shader using forward rendering, since you need information about the pixel depth and/or normals of neighboring pixels to know where to draw outlines.
 
It’s easy to create a texture with single-pixel outlines where the depth/normals changes significantly. Custom lines could probably be added using some kind of primitive line renderer to the same texture. The question then is how do you get the correct width and smoothness of the outlines inside a shader.
GaruuSpike
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@Rubez2525
 
Tried SVP a long, long time ago. Didn’t do anything. Spent 6 hours trying to make it work, all instructions were infuriating and I always seemed to get some unforseen error that has no solution anywhere on the Internet. Gave up on it.
 
Just installed the new version and it seems to be some sort of post-processing thing that doesn’t require any external programs or codecs, but it’s still not doing anything. I’m currently debating whether or not I want to potentially waste the rest of my night trying to make it work.