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Background Pony #6540
"[@Background Pony #B662":](/1253168#comment_5441673
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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.
No reason given
Edited by Background Pony #6540
Background Pony #6540
"@Background Pony #B662":/1253168#comment_5441673
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 to know where to draw outlines.

It's easy to create a texture with thsingle-pixel outlines in pixels 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.
No reason given
Edited by Background Pony #6540
Background Pony #6540
"@Background Pony #B662":/1253168#comment_5441673
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 to know where to draw outlines.

It's easy to create a texture with thin outlines in pixels where the depth/normals changes significantly. Custom lines could probably be added using some kind of primitive line parenderer to the same texture. The question then is how do you get the correct width of the outlines inside a shader.
No reason given
Edited by Background Pony #6540
Background Pony #6540
"@Background Pony #B662":/1253168#comment_5441673
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 to know where to draw outlines.

It's easy to create a texture with thin outlines in pixels where the depth/normals changes significantly. Custom lines could probably be added using some kind of primitive line panderer to the same texture. The question then is how do you get the correct width of the outlines inside a shader.
No reason given
Edited by Background Pony #6540