So I have created this shader graph, and I am pretty happy with the result on the sphere, but it doesn’t work with a quad. I think it is because fresnel effect uses directions to make the effect and a quad is only one-directional, but what other approach should I take then?
Hey, I was just testing chatGPT with your question, and it came out with this useful answer:
The Fresnel effect uses the direction of the normal vector to calculate the reflection on a surface. Since a quad only has one normal direction, it is possible that the Fresnel effect will not work as expected on a quad.
One way to solve this problem is to use a more complex mesh for your quad that has more than one normal direction. For example, you could use a sphere mesh or a cylinder mesh instead of a quad so that the Fresnel effect will work correctly. You could also use a different shader that is not based on the direction of the normal vector to create the desired effect.
Another option is to use a different lighting technique to create the Fresnel effect on a quad. For example, you could use Phong lighting or Blinn-Phong lighting instead of Fresnel lighting. These lighting techniques take into account the angle between the view vector and the normal vector, which could provide the desired effect on a quad.
Have you figured out a way to do it…?
I tried to do it on a sprite and changed the shader type to lit sprite but I still get the same result.
A more complete solution that works for all meshes would be a post processing effect, what it needs to do is :
- First get objects you want to blur on a texture , let’s call it
RenderTex
- Make an outline from the previous texture and put it in another texture , let’s call it
OutlineTex
- blur
OutlineTex
- Mask the
OutlineTex
byRenderTex
and blit the result ontop of the camera’s rendering
This video (link below) should be a good start to get you familiar with what you need to do
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