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Blueprint shading with depth peeling in Unity

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Blueprint rendering with depth peeling in Unity

This repo contains a setup to render blueprints of objects. A blueprint shows visible and non visible edges of an object. The basic of the techinque is a combination of edge enhancement and depth peeling. For each layer of depth an edge map is constructed which combined creates the blue print rendering, for more: https://medium.com/@shahriyarshahrabi/blueprint-shader-with-depth-peeling-in-unity-a8eda80da8c3

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There is support for only rendering a single mesh. This can easily be extended for other meshes.

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Blueprint shading with depth peeling in Unity

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  • C# 65.3%
  • ShaderLab 34.7%