Rendering Toon Outline with Post Process or GLSL
Hello,
I'm making a toon shader using the Shader API, I'm trying to recreate a material we use in Unreal Engine to help our artist better visualize the results they'll be getting in engine. I was able to recreate most of what we need. But I wanted to check if its possible to create a toon outline by accessing the Depth and other buffers.
Basically I'm trying to use the bufferes to compare adjacent pixels and calculate the difference to create an outline. Is it possible to make a custom Post Process effect to calculate an outline? or access the buffers directly in the GLSL shader code?
Thank you in advance.
